Something that I've been trying to do for an age now is get a certain post process effect in our engine, but I can't for the life of me figure out what it may be (naming wise).
As it stands our engine currently allows for several visual tweaks, none of which in any combination seem to allow me to create this effect. They are: rim lighting, subsurface scattering, bloom, screen space ambient occlusion, red/green/blue colour tinting, max colour level, min colour level, saturation and gamma.
While browsing the forums today I found a couple of pics that show off this effect, so I'll link them here:
![lantern01.jpg](http://dl.dropbox.com/u/15123461/Balmora_Reborn/lantern01.jpg)
![screens01.jpg](http://dl.dropbox.com/u/15123461/Balmora_Reborn/screens01.jpg)
Original Thread:
http://www.polycount.com/forum/showthread.php?t=81143
In these shots, you can see that they are baked in a sort of coloured ambient light effect, but its not just ambient light, its different (Tried that).
Does anybody have any idea what these screens are doing, even if its just a name, so that I can get it into our engine?
Thanks in advance guys, I know this may seem a bit of an odd question.
Replies
Maybe you mean some kind of cubemap based lighting?
Ah well that was too obvious then
Maybe colour grading then? :S
EDIT: Did a quick search on colour grading and came to a UE3 article... I think this is what I'm looking for. Cheers lads.
http://udn.epicgames.com/Three/ColorGrading.html