- Where in world info to you supply your post process chain? It's not here, as the wiki states. Or if it is, am I to look in World Info elsewhere than View > World Properties > World Info ?
- Is it me or does this page here not mention how to go about creating the actual LUT image needed? I even tried copying this image in to a screenshot, but once I was done adjusting I wasn't sure how to go about making the actual file its looking to be plugged in to here.
Thoughts?
EDIT: For
#2, I'm aware of this:
- Make representative screen shots of the scenes you want to adjust and put them in one Photoshop document.
- Add the 256x16 LUT_Neutral image to the image as a layer.
- Apply color manipulations (best through adjustment layers), possibly in some different color space (LAB keeps brightness and color independent which is very useful).
- Save the 256x16 texture in some uncompressed format that the engine can read.
- Import the texture in the editor and specify the ColorLookupTable? Texture Group
For
#2, my original 2nd question was in regards to this. Now do you get the 256x16 LUT_Neutral?
Replies
If this is not what you wanted to hear, could you clarify your last post a little bit?
I had the same problem with my postprocessing at the beggining; make sure that you remove your previous color corrections before you make the adjustments in Photoshop; this new Color Grading works in conjunction with the old color correction method. If you don't make it neutral, the contrast is going to make your eyes bleed
Also, you can disable Colour Grading via the console
http://udn.epicgames.com/Three/ColorGrading.html#Console%20variables
as far as chain in world properties goes, i think it didn't make it into the latest build, it's a really new addition.
Colors are completely blown out in the May build. I'm thinking this could be the same issue Adam is having.
For example, here is a screen shot from the April build:
And here is the same shot in the May build with no LUT added:
So take my Post volume and 'remove' the values from that? (Including colour, bloom and DOF changes?)
Then remove it from World?
Then, with a neutral scene I do my corrections? Hmm. Where do I redo my DOF & bloom adjustments then? In 'uberpostprocess' section of the chain?
PS: Did you or anyone find where to add a custom chain file to World Info?
You should not be controlling your scene's PP through a chain, a chain just enables/disables features, the values are set in world properties, then overridden by volume settings. What you should zero out is any high/med/low color adjustments made in the volume.
Snight- disable HDR tonemapper in the chain to disable the feature
Colors are saturated by default now because you can always desaturate using a LUT from photoshop, making a saturated image from an already desaturated one results in a loss of precision.
http://udn.epicgames.com/Three/PostProcessEditorUserGuide.html
This makes sense... I was just a bit thrown off that all the Epic maps that are included with UDK have an insane amount of contrast in them now. I'll play around with it more, thanks Jordan.
I do now, which has rendered my entire scene white.
EDIT: ALright something funky is going on. I removed my post process volume so I could edit via World Info..
..however, World Info isn't even where my post is coming from. For shits & giggles I took one of the highlight values and bumped it from 0 to 12 and received no change.
I checked and I am set to show postprocess (my screen effect is showing). Have I set one of my chain nodes to override? I went through them (theres only 3 atm) and checking on/off use world properties hasn't do anything.
Argh.
What am I doing thats causing this? (note - i also doing have an uberpostprocess in my chain).
From there, the PP volume works.
HIZZAh.