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d3tox
11th Jun 2008, 03:39 PM
Hi all!

Got a question concerning a couple of retail maps and the techniques they used to get that certain "look" to them. The maps I'm questioning at this point are HeatRay and BioHazard. Both of them seem to have a blueish steel look to them. Coret is very similar. I have opened both in the editor, but can't seem to put my finger on how exactly they are getting this. In HeatRay it certainly looks to be a volume of some sort, as you can move in the editor to a point where it doesn't show up.

Thanks!!!

pinnacle
11th Jun 2008, 03:43 PM
It's a post-process volume. Use the scene-highlights, scene-midtones, and scene-shadows properties to adjust color and such. It took me a while to get the hang of it and the only way to really do that is to experiment with the different values a lot. Depth of field and bloom are controlled from a post-process volume too.

Hourences
11th Jun 2008, 03:44 PM
That is post processing. It can be done with a volume, but it is better and easier to do it via world properties. Open the World Properties via the menu View, and go to WorldInfo, and then to section DefaultPostProcessSettings.

There you find SceneDesaturation, and SceneMidtones, Highlights, and Shadows. These numbers add color over the entire screen dependent on how bright the pixel is. So you can (re)color darker areas different than bright areas.

d3tox
11th Jun 2008, 03:47 PM
Wow! Quick replies, thanks both of you. I only wish I was in front of my home cpu so I could give it a try :D