Join Craig Barr for an in-depth discussion in this video Applying effects, part of Unreal: Architectural & Industrial Visualization.
- [Instructor] Now that we have our scene set up we can now begin to work with this overall post process effect idea here. And you can see that we've placed our Post Process Volume here. We can see it in the World Outliner, Post Process Volume. And we have our details. So let's actually scroll to the middle of this so that we are viewing the environment. I'm just going to hit G to get rid of any of the icons in there. And we want to add some effects to really start to bring this to life. Now, before we dive into that Post Process Volume I want to take a look at a couple of interesting things here.
So, I want to be able to actually go under the visual effects here, and grab this Sphere Reflection Capture here. So if you pull this over you see Sphere Reflection Capture. And we want to place a few of these in our scene. The reason we want to do that is we want to be able to define the overall reflectivity that we're getting. So, for example, here in this bathroom area, we might want to be able to set the reflections, or be able to affect those reflections to be a little more realistic and give a bit of a better overall visual cue in here.
So, what we're going to do to work with that is actually grab a Sphere Reflection Capture and just drag it right into this spot here. And you can see that we're already getting a result of that in there. I'm going to hit G so that we can see the spherical reflection capture in there. I had G pressed to hide away the icons. But, we'll have it pressed. And you can see if I move this, we're actually getting reflections in and around the actual environment. Now, what happens here with this is that we want to affect an area that defines a volume that has an impact on the surrounding area in here.
So, we can go to Influence Radius. Right now it's set to three. And if we actually scale this around, now you can see the reflections when I go right down to a small radius that doesn't affect the area. And you can see what happens when it gets to a larger one. We can actually see the radius in the way of a wire frame. So I'm going to turn this up to something like maybe 300, maybe we'll make it just a little bit bigger. Around 350. So it's encompassing this overall bathroom in here. So I'm going to hit W so we're focused on this as the center.
Then just be able to tumble around and be able to see what's happening in the environment now. So, we can see that we have some reflections happening, on the bathtub there, and even on this mirror that we have with the material. And also the chrome in the environment as well. So, if we move this, we can affect those reflections quite easily as well. So, that's fine. We'll leave that there. Then I've gone ahead and dropped in a few extra ones. So I'll just show you, really quickly here, what I've done. Let's just get back into maybe someplace like the living room here. And I'll just turn these guys on.
Actually, let's move over so we can see the results. So, if I click these guys on. I have one here in the living room, and the reason why I've put that is there's glass material in the fire place and the television and I want to affect the overall specularity of this area. And we have shiny countertops and tables, so it's important to have one of those there. And I've put another one in the kitchen area, in here specifically. Actually let me bring this guy back up underneath my Render Effects one here. So, this one here, I put in the living room here, that's right. Then what I've done is I've added another one into this front hall, and then one in that bathroom there as well.
Now, I could certainly take another one. And it wouldn't be a bad idea to put another one right in the middle here. In fact, let's go ahead and do that. So we'll just bring this guy in. And we can use this to define the reflections, or affect the overall reflectivity here in the kitchen space. So let's define the overall radius of that. You can see it's actually quite large. So, maybe we just bring it down to something smaller. Maybe around 300 or even like 250. As long as we're affecting the shiny appliances in there that'll do it.
So that's fine. Now, what you want to do is there is this button here called update capture so if we do that, it's just going to update the area that it's capturing in. But most importantly once we place things like this, this is where we'd want to build out our lighting. So I'm just going to put this underneath my Render Effects. We'd want to build out our lighting to get the true effect of that. Before we do that, let's take a look at the next version here of working with our effects in our Post Process Volume that we've added. So I'm going to hit escape to de-select all. And I'll just hit G just to get rid of those icons in there.
Actually, I'll turn them back on here. Because I'm going to grab the Post Process Volume in my Viewport here. And you can see that it's there in the World Outliner. Let's drag that up underneath my Render Effects folder as well. So, Post Process Volume is selected here. Let's go into the scene. Now I'm going to hit G, with having that selected. Just so we don't see these icons. That might make it a little easier for us to start to work with this. So, we're in our Post Process Volume, and we want to be able to set some cool effects on here. You know, to be honest with you, I find it a little weird the way they've set this up.
It's actually underneath Post Process Volume Settings. If you click that, you'll see that it has a huge amount of settings in there. And this is where the magic lives for the Post Process Volume. This is where you want to be able to start to dial in everything in there. Now, what I've done with this scene in the final scene that you'll see is I've actually worked with the temperature on here. So, I click that on. And I just kind of dialed around the temperature. Here's more of a blue look. But, I wanted something a little warmer. So I actually brought the temperature up a bit, to be something that had a bit more of a warm, kind of, overall effect on there.
And of course, you could do this with tint. You could tint the overall scene. I'm not going to do that. The temperature I think is great. By toggling that on and off, you can see that it's just bringing a little bit more warmth to the overall scene. Now we can get into things like color grading this as well. So if you wanted to work with the overall saturation, or for example, the contrast. We'll just dial in this W which is affecting kind of all of them. And we can crank up that contrast. I want to be careful with that, because too much contrast will really kind of blow everything out and make it maybe look a little more on the kind of stylized side.
As well we can go with things like gain. If we put the gain on, you can see the overall effect that that's going to have. It really going to blow out the lighting in there. So, that's not too bad, to maybe bring a little bit of that up. And then we can get down to some of the more obvious ones here. I like to use things like bloom. This will really kind of blow out any kind of shine off reflective surfaces, or the windows. And where we can see that is when we really turn and dial around our viewport here, we can see that overall bloom effect, and if I toggle that on and off you'll see the overall effect that bloom's having in the viewport.
So that's fine. We'll just leave it at that for now. Then, another one that I've put in here, and this is, of course, debatable if you want to have something like this in your scene, is a simple lens flare. And you can see just by toggling that on, it's actually kind of nice. It gives that effect right off of anything shiny, or even out of direct sunlight, right through the window. I find it actually ads a nice visual effect overall to it, and you can go in and certainly tint this by clicking on the color. And maybe we give this something towards a blue, or maybe even a little bit of a purple kind of look.
Just going to hit okay. And then the last thing we can do on this as well, if we want, we can affect the overall size of this. So, we can make it really large, or we can make it a little bit smaller. So, that's fine. That's giving us an overall kind of effect of a lens flare as we look at reflections or sunlight coming directly through the window there. I should point out that Ambient Occlusion is very handy to use. If we turn this on and we start to dial in this overall effect you can see that it's affecting the surrounding environment. I should warn you though.
You want to be careful with this. Too much of this can really cause issues. It certainly looks nice in the scene. But, if you want to take this scene further, into something like virtual reality, this is where a lot of these effects aren't going to work. A lot of them are screen space, so they don't work that well in something like virtual reality. But, for the purpose of this visualization here, as a playable or something that'll be rendered into images or video, it certainly works out quite well. You've got to be careful. It actually can grab areas and be a little too intense in some of the corners and things like that, so maybe just a little bit is fine. So we'll bring that down. And the last one I want to look at here, actually two, we can affect the overall global illumination of things in here as well.
We can turn that one off, and we turn on the intensity. You can see that we can actually get this overall GI kind of boost effect by playing with that setting. We'll leave that one there at that. And depth of field I find is probably the one that you really want to spend some time to dial in. The different effects here. Bokeh is going to give you a shapened effect for your blur in the background. Then the default of course, that we typically see everywhere, is Gaussian blur. And then a circle depth of field. We're just going to use Gaussian for the purpose of this.
You can see how blurry my scene is. This is because I definitely want to dial in the focal region, as well as the focal distance on this. So, if we start to define that distance of where that depth of field begins. Then this is where it all starts to make sense here. So, focal distance at 600 units, which is centimeters, is where it begins. But we should define the near transition range here. So, something like this. We want that to be. We're going to bring this one here a little further back. And here we might want to work with the overall region of it.
So, that's where we kind of dial in that. How much of that blur is happening in there. And we can see that. You know, we're getting a nice depth of field kind of feeling going on. So, I would certainly recommend you play with these settings to dial in something that fits your overall look. And you can really use this to your advantage to get something that, you know, kind of blurs out. Something far in the background, or even up close in the foreground. You can certainly use it to be the reverse effect. Blur out the foreground and have something in focus in the middle, and blurred out in the background. I'm going to leave this as is right now, because we are going to come back to adjust these as we get into building our visualization out into a editable project, using Sequencer.
So, there we have it. We've built some Post Process effects using Post Process Volume. And we also looked at how we can use Spherical Reflection Captures to define the overall reflectivity within our environment.
- 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