Achieving Cinematic quality with post-process effects in UE4 - Part1
Achieving cinematic quality with post-process effects in UE4 | Webinar | Unreal Engine
This excellent webinar quickly covers all the important information when creating and adjusting post-process effects in ue4.
In this webinar, Technical Artist Matthew Doyle goes through the different post-process effects that can dramatically enhance the visual quality of a scene in Unreal Engine. Learn how to work with depth of field, light bloom, exposure, tone mapping, color grading, ray-traced reflections, and more.
For the full video, check it out here. https://www.youtube.com/watch?v=aGsUU_bvOgw
These are my highlights and quick reference guides for future projects:
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Turn off all the render setting in the Project Setting.
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Drag in a post-process volume and click enable and unbound.
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Camer Focus setting can be adjusted directly on the camera or in master sequencer.
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Convolution bloom is more realistic but is more expensive.
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You can manually adjust the auto exposure setting. Best done whilst facing a dark area.
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You can check it using the visualize HDR eye adaptation.
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The histogram will allow you to adjust the settings to perfection.
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Natural sunlight for a sunny day would be 82,000 Lux
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Chromatic Aberration can be used to soften a scene or simulate visual distortion.
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A dirt mask texture can be applied to the camera and adjusted.
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Light shafts / god rays are easily achieved and the Bokeh size, shape and color can be adjusted.
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Grain and vignette can also be adjusted by a slider.
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Use this workflow for best effects.
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Finding the right white balance temperature can be done whilst focusing on the whitest material in the scene and then adjusted.
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Colour grading: Saturation colour
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Colour grading: saturation intensity
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Colour grading: Contrast works with complimentary colours
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Colour grading: Gamma colour
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Colour grading: Offset
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Ambient Cubemat Textures with tints and intensity can bring polish to a scene.
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But it's not completely perfect as it won't completely work on corners and cracks.
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You can correct this using the buffer visualization and select ambient occlusion.
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Ray tracing ambient occlusion needs to be enabled.
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Follow the rest of the guide on part 2.
https://andrewdowell.blogspot.com/2019/12/achieving-cinematic-quality-with-post_30.html
This excellent webinar quickly covers all the important information when creating and adjusting post-process effects in ue4.
In this webinar, Technical Artist Matthew Doyle goes through the different post-process effects that can dramatically enhance the visual quality of a scene in Unreal Engine. Learn how to work with depth of field, light bloom, exposure, tone mapping, color grading, ray-traced reflections, and more.
For the full video, check it out here. https://www.youtube.com/watch?v=aGsUU_bvOgw
These are my highlights and quick reference guides for future projects:

Turn off all the render setting in the Project Setting.
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Drag in a post-process volume and click enable and unbound.
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Camer Focus setting can be adjusted directly on the camera or in master sequencer.

Convolution bloom is more realistic but is more expensive.
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You can manually adjust the auto exposure setting. Best done whilst facing a dark area.
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You can check it using the visualize HDR eye adaptation.
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The histogram will allow you to adjust the settings to perfection.
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Natural sunlight for a sunny day would be 82,000 Lux
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Chromatic Aberration can be used to soften a scene or simulate visual distortion.

A dirt mask texture can be applied to the camera and adjusted.
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Light shafts / god rays are easily achieved and the Bokeh size, shape and color can be adjusted.
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Grain and vignette can also be adjusted by a slider.
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Use this workflow for best effects.
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Finding the right white balance temperature can be done whilst focusing on the whitest material in the scene and then adjusted.
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Colour grading: Saturation colour
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Colour grading: saturation intensity
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Colour grading: Contrast works with complimentary colours
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Colour grading: Gamma colour
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Colour grading: Offset
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Ambient Cubemat Textures with tints and intensity can bring polish to a scene.
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But it's not completely perfect as it won't completely work on corners and cracks.

You can correct this using the buffer visualization and select ambient occlusion.
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Ray tracing ambient occlusion needs to be enabled.

Follow the rest of the guide on part 2.
https://andrewdowell.blogspot.com/2019/12/achieving-cinematic-quality-with-post_30.html