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[游戏性指南] 【后期处理内容示例 | Unreal Engine】

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发表于 2016-6-27 17:02:34 | 显示全部楼层 |阅读模式



Listed below are the examples provided inside the PostProcessing map:


Example
What is Demonstrated

1.1 Default SettingsThe default settings of a Post Process Volume (also the settings used when a camera is not within a Post Process Volume).1.2 FilmFilm allows you to adjust the color of your scenes.1.3 SceneColorScene Color applies effects, instead of the color shifts seen in the Film section, to your scene (e.g. Vignette, Scene Fringe, and Tone Mapping effects are shown).1.4 BloomBloom simulates the effects the eye perceives when viewing objects that appear very bright.1.5 Ambient CubemapThe Ambient Cubemap lights the scene from a provided image.1.6 AutoExposureShows how to simulate the effect of the human eye adjusting to a bright environment when coming from a dark environment or vice versa with Auto Exposure.1.7 Lens FlaresLens Flare simulates the scattering of light when viewing bright objects through imperfections found in camera lenses.1.8 Ambient OcclusionAn effect that approximates the attenuation of light due to occlusion. Best used as a subtle effect that darkens corners or crevices to make them appear more natural.1.9 Screenspace ReflectionAlters the appearance of objects in reflections where the Intensity, Quality, or Max Roughness can be set.1.10 Global IlluminationHow to affect the indirect lighting contribution coming from Lightmass in order to alter a scene's brightness, tint, or color.1.11 Depth Of FieldApplying a blur effect to a scene based on distance in front or behind a focal point with Depth of Field.1.12 Motion BlurGenerating a Motion Blur which blurs objects based on its motion.1.13 Screen PercentageThrough Screen Percentage, a scene is rendered at a lower resolution and then scaled up. The Screen Percentage value represents a percentage of the overall resolution of the scene.1.14 AA MethodDemonstrates Anti-Aliasing (or AA) which improves image quality by smoothing out the edges that appear jagged on screen.1.15 BlendablesBlendables are, in short, overlays that can be applied to the screen (e.g. screen warping or coloring).1.16 PrioritiesAllows you to control which Post Process Volumes will override one another if they are overlapping.1.17 Blend Radius and WeightUsed to change the transition from one Post Process Volume to another over a distance (e.g. blend scene tint or color based on distance to an object).1.18 UnboundThis allows you to create a global Post Process effect without being constrained to being inside an actual volume (e.g. the effects are applied where ever you are in the world).






   


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       渲染概述








      后处理效果








      后期处理材质








      风格化渲染实例




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发表于 2016-7-2 20:28:48 | 显示全部楼层
好东西,所噶
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发表于 2016-7-4 03:02:35 来自手机 | 显示全部楼层
怎么下载额
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发表于 2016-7-4 12:46:53 | 显示全部楼层
最喜欢全套的了
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发表于 2016-7-4 22:03:10 | 显示全部楼层
啊啊啊啊,好多好多好多
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发表于 2016-7-5 07:40:40 | 显示全部楼层
好久没给力点的了。谢谢
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发表于 2016-7-6 02:39:52 来自手机 | 显示全部楼层
学习了,感谢分享
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发表于 2016-7-7 18:54:39 来自手机 | 显示全部楼层
不错的资源啊
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发表于 2016-7-9 08:18:56 来自手机 | 显示全部楼层
版主我爱你
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发表于 2016-7-13 00:36:47 | 显示全部楼层
都是好东西
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