Join Craig Barr for an in-depth discussion in this video Adding a post-process volume, part of Unreal: Architectural & Industrial Visualization.
- [Instructor] In working with our visualization project here at Unreal Engine, we have set the scene. We have our actors in place, our props, our assets, we've built materials and we've also put in some lighting here with our sun, our secondary lights to represent, you know, the overall interior lighting. And then we've looked at building this lighting at a previous setting which is underneath this menu here. And you can right now, lighting quality, we're only working with a preview lighting quality. I now want to take this to a next level. And that is that we want to step up the overall look of everything and start to dial in this overall post process effect or look of our overall visualization project.
Now the way that we can do this in Unreal is simple with what is referred to as a post process volume. We want to look at how these volumes can help us really dial in the overall look. Before we jump into the post process volume, I want to cover another type of volume first. That could help us with our lighting. But also is a good practice to get into and especially in learning what this volume based setup is. So we're first going to go into volumes here. And we're actually just going to scroll down until we can find a light mass importance volume.
Go ahead and drag one of those right into the middle of the scene. So, let's zoom right out of our scene and take a look from above, now what the light mass importance volume is, is this is an area where you can define the priority of lighting. For example, if you had a room that needed to have maybe a higher priority in overall lighting quality and effect, you could do this with a volume. I'm going to hit my R key and I'm going to start to scale this out, so I'm just pulling on the sides here so that we can bring it to encompass actually the entire volume.
And we'll just position this, so I'm just rather quickly scaling using the R hot key. And then switching back to W to be able to position it overall, we'll hit R again, and then we'll hit W and we'll just make sure that we're encompassing the entire thing. So I'm doing this just to put this entire thing as the entire importance volume for lighting for the entire project. So simply by doing that, we've defined that as our priority one, now this isn't necessarily going to do much for us right here.
But it is, if we want to take this further. So, for example here, if we wanted to maybe bring this one back and put a lighting importance volume in some place like the bathroom for example where you could get into maybe a little more complex lighting. That will definitely help us down the road. So we can define this lighting priority as we go. So this idea of a volume encompassing an area where the priority of an effect takes place is what we're going to look at next with our post process volume. This is where we're going to jump even further into volumes here.
So at the same area here, volumes, let's actually find a post process volume and you can see it right here, post process volume, I'll just grab, drag that into the scene. Same way we did with the light mass. And I'm going to scale this one out to encompass the overall project, so using the W and R hot keys. There we go, and that brings everything into the scale of that volume, let's just look at the edge here.
So we want to make sure that we're, we'll move this more into the middle and just make sure we're getting everything into there. And this actually needs to be a little bit taller. So we'll just bring it down like that, that should be fine, I'm just going to bring this one to actually encompass that lighting up above there. And just make sure that it's out of the way of this guy. There we go, so this is now encompassing the entire visualization project, our architectural setting so that we can start to work with some effects on this. Let's zoom in, using the middle mouse.
Let's go right into the middle of the environment here and take a look at what we have now. So we're not seeing any difference in here. But what we need to understand is that we've encompassed our entire project in this volume. And if we take a look in the world outliner and we click on that, we'll see that this volume has some special settings in here that we're going to dive into a little bit later. But most importantly in here is the ability to begin to jump in and start to work with some overall effects so that we can get into, you know, dialing in some nice effects to really start to make this world come to life in here.
So we'll leave this for now and we'll jump back into the next video where we're going to start to dial in some complex, or more complex post processing effects.
- Defining project goals
- Creating an Unreal Engine 4 (UE4) project
- Adjusting first-person project settings
- Creating effective assets
- Exporting assets for UE4
- Importing assets into UE4
- Placing assets in a scene
- Adding and editing collisions
- Working with textures
- Creating a basic material
- Adding a post-process volume