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HDR + Bloom in UE3

ae.
polycounter lvl 12
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ae. polycounter lvl 12
I been searching google and UDN and i cant seem to find a tutorial on implementing bloom and hdr into your levels in UE3 the closes tive gotten to any information is this excert from the unreal technology website.

http://www.unrealtechnology.com/features.php?ref=rendering


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
"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."
anyone know of any tutorials or sites tha would teach me how to implement this properly?

Replies

  • Scott_W
    Bloom and HDR are always enabled in the renderer by default. It's why everything has a soft, glowy appearance. It's also the same reason why emissive textures will bloom dramatically if you multiply the brightness with high values in the material editor.

    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.)
  • Target_Renegade
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    Target_Renegade polycounter lvl 11
    To enable post processing and bloom you'll need to create a post processing volume. Once thats done you can control the intensity. Have a look at the levels and locate the post processing volume, double click and the menus will come up. As scott W said, the criteria that is mostly affected are the emissive maps and specular maps. Hope that helps.

    http://udn.epicgames.com/Three/PostProcessEditorUserGuide.html#Post%20Process%20Editor%20User%20Guide
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