Hey everyone, i just read the cool tutorial on udn
http://udn.epicgames.com/Three/ColorGrading.html
i never used postprocess volumes as we could do everythign we needed in an extra post process chain - so maybe i need to get a postprocess volume working and i'm just to stupid for that or is there a way to integrate that into a PPchain?
I didn't find the option in the uberpostprocess node, i can find it in the postprocess volume and world settings but as we use custom postprocesschain is there any way to apply this to the scene?
Replies
As for the LUT, you can also specify this in world info. One gotcha though, you need to ensure your custom post-process chain has the 'Enable HRDToneMapper' flag checked on under the UberPostProcessEffect properties. Without that flag, your LUT won't work.
Hope that helps!
-Tyler
the postprocesschain is defined in the defaultengine.ini so we can use our own as opposed to the standard chain. It is working i can do whatever i want inside that chain, turning on HDRTonemapper changes the look entirely but that normal we would have to fix the lighting and textures, however, neither the world info settings nor the settings inside a postprocess volume seem to apply, it just doesn't change a thing :S
Maybe you could add an extra uberpostprocess effect turn on tone mapping and use world settings and just add a lut in the world properties so it doesn't mess up your other postprocess settings.
But it still is a pity that the neutral lut, you can find in the content browser isn't neutral at all (changes the scene completely). It would be a lot easier when that didn't have any effect on your scene at all.
I know its going to be work, the question is, what would be the best workflow to tackle this - if it is too much we are going to stay with what we have, but i first need to know how many ressources we would need to get the colorcorrection to work.
Best workflow would be to neutralize most textures first, make sure they're not too dark, we already did this with our own content when switching to Lightmass.
Then you would mostly relight the levels with brighter values, ex: Sun would be like value of 5-10. You should also get rid of color adjustments using the 9 numbers in the PP volume/world and instead do it through the LUT.