Home Unreal Marketplace
The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Sept 12. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

Documentation: Film & VHS Filters for Unreal Engine

ElKaWeh
polycounter lvl 5
Online / Send Message
ElKaWeh polycounter lvl 5

Available on the Unreal Engine Marketplace


Contents:

  1. Overview - What is this
  2. Presets
  3. how to set up
    1. Post Process Materials
    2. Surface (Screen) Materials
    3. Material Function
  4. Parameters
    1. Global Settings
    2. Color Correction - Contrast
    3. Color Correction - Desaturation
    4. Color Correction - Tint
    5. Color Correction - Clamp Values
    6. Color Correction - Shadow Tint
    7. RGB Shift
    8. Image Effects - Chromatic Aberration
    9. Image Effects - Noise
    10. Image Effects - Image Distortion
    11. Image Effects - Scratches
    12. Image Effects - Vignette
    13. Screen Settings
  5. Advanced Usage - tips and tricks

1. Overview - What is this

“Film & VHS Filters for Unreal Engine” is a collection of several Surface- and Post Process Materials for Unreal Engine 4 & 5. The materials imitate different iconic Film & VHS looks, to be applied either onto a scene via a Post Process Volume or onto in-game screens & projections.

For both variants, there are 12 presets that can be used directly, or freely adjusted, according to your needs.

The pack also contains a Material Function, that can be plugged into a custom material.


2. Presets

The following presets are available, both as Post Process- and as Surface Materials:

  • VHS (high wear)
  • VHS (low wear)
  • modern Black & White Film
  • oldschool Black & White Film
  • Sepia
  • Super 8mm Film
  • Super 16mm Film
  • Technicolor
  • Cinestill 800T
  • Bleach Bypass
  • Matrix Movie Look (Green)
  • The Revenant Movie Look (Icy Cold)
overview.png


3. how to set up

3.1. Post Process Materials

  • open the level which you would like to apply the effects to
  • through the Place Actors Panel, add a Post Process Volume (PPV) to your level, if you don't already have one
  • (optional) in the Details Panel of the PPV search for “Infinite Extend (Unbound)”, and activate it, in order for the PPV Effects to be applied onto the whole scene
  • also in the Details Panel of the PPV, navigate to “Rendering Features” --> “Post Process Materials”, or simply type “Post Process Materials” into the search bar
  • under “Array”, click on the little plus to add an Element
2022-08-17 13_40_21-.png
  • in the drop down menu, select “Asset reference”
2022-08-17 13_52_41-NVIDIA GeForce Overlay DT.png
  • In the Content Browser, navigate to “Content” --> “Film_and_VHS_Filters” --> “Preset_Materials” --> “Post_Process_Presets”, select or copy a material of your choice and drag and drop it into the Array Asset Reference.
2022-08-17 13_58_29-NVIDIA GeForce Overlay DT.png

the Material is now ready to be used


3.2 Surface (Screen) Materials

To apply the effects on an in-game screen, projection, or asset of your choice:

  • In the Content Browser, navigate to “Content” --> “Film_and_VHS_Filters” --> “Preset_Materials” --> “Screen_Presets”, select or copy a material of your choice and drag and drop it onto the surface of the Asset you want to apply the material to.
2022-08-17 14_37_33-NVIDIA GeForce Overlay DT.png
  • To change the media texture to a custom video of your choice, there is great documentation on how to do that here.


3.3. Material Function

The pack also includes a Material Function that can be added to any custom material. In order to use it:

  • open the material you want to apply the Film and VHS Filters to
  • navigate to “Content” --> “Film_and_VHS_Filters” --> “Parent_Materials”, and drag and drop the “MF_Film_and_VHS” Material Function into the Material Graph
2022-08-17 14_57_11-NVIDIA GeForce Overlay DT.png
  • connect the output with the "Emissive Color” or “Base Color” slot, or both
  • connect a “Constant” (1) node to any input slot with an “(S)” in the name, you want to adjust
  • connect a “Constant3Vector” node to any input slot with a “(V3)” in the name, you want to adjust
  • connect a “Texture Object Parameter” node, with a Media Texture in the Texture slot, to the “Media Texture” input
2022-08-17 15_58_17-NVIDIA GeForce Overlay DT.png


4. Parameters

4.1. Global Settings

  • "Enable Image Effects" allows you to turn on and off all active effects below with one klick
  • "Media Texture" (only available for Surface Materials): Insert a Media Texture to be played here


4.2. Color Correction - Contrast

Controls the contrast.


4.3. Color Correction - Desaturation

Controls the saturation.


4.4. Color Correction - Tint

Adds an overall tint.


4.5. Color Correction - Clamp Values

  • "Clamp Dark Values" groups the image information in the shadows
  • "Clamp White Values" groups the image information in the bright areas


4.6. Color Correction - Shadow Tint

A tint that is only applied to the dark areas of the image

  • "Shadow Tint Color" controls the color of the tint
  • "Shadow Tint Intensity" controls the strength of the Shadow Tint Color


4.7. RGB Shift

  • "Red Channel Shift" increases or reduces the intensity at which the red color channel is mixed into the image
  • "Green Channel Shift" increases or reduces the intensity at which the green color channel is mixed into the image
  • "Blue Channel Shift" increases or reduces the intensity at which the blue color channel is mixed into the image


4.8. Image Effects - Chromatic Aberration

Adds Chromatic Aberration. If used subtle, it also doubles as blur or to produce unclean edges.


4.9. Image Effects - Noise

Adds a noise.


4.10. Image Effects - Image Distortion

Image distortion in the form of “waves” moving top to bottom across the screen.

  • "Image Distortion" controls the strength
  • "Distortion Speed" controls the speed at which the waves move across the screen


4.11. Image Effects - Scratches

Adds film scratches.


4.12. Image Effects - Vignette

Adds a Vignette.


4.13. Screen Settings

(only available for Surface Materials)

  • "Screen Brightness" controls the overall brightness
  • "Screen Roughness" controls the roughness of the material


5. Advanced Usage - tips and tricks

  • All parameters have a minimum and maximum value set for the sliders. In case you want to exceed these values, type in any numeric value manually.
Sign In or Register to comment.