64-bit color high dynamic range (HDR) rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post-processing effects such as motion blur, depth of field, bloom, ambient occlusion and artist-defined materials
anyone know of any tutorials or sites tha would teach me how to implement this properly?"An easily extensible post-process system with built-in effects including:
- Motion blur.
- Depth of field (DOF).
- Bloom.
- Dynamic ambient occlusion.
- Tone mapping.
- Artist-defined materials."
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So if you want to see more bloom, all you need to do, for example, is multiply a skybox texture with a value higher than 1 in the material editor. Depending on how dark the texture is, you'll need to use larger numbers to get the intensity of the bloom you want.
The dynamic ambient occlusion is only available in the latest builds of the engine that Epic has been using. So until someone ships a game using the Gears 2 generation of the engine and supplies the editor along with that, you won't be able to make use of that. (Unless Epic adds that rendering feature to UT3, which would be pretty sick.)
http://udn.epicgames.com/Three/PostProcessEditorUserGuide.html#Post%20Process%20Editor%20User%20Guide