官术网_书友最值得收藏!

Introduction

As you probably already know, Unreal combines many different pipelines in order to create whatever it is you are after—a video game, an app, an architectural walk-through. From animation to rendering, there are many different fields of study that we could be looking at. However much we would like to do so, the topics are just too wide to be tackled here. But even though we are not going to be looking at all of them, there is one important aspect that we need to pay attention to. It is one that directly affects the material and the rendering pipeline—we are talking, of course, about post-processing effects.

At their core, post-processing effects are a rendering pass that happens after our materials have been constructed but before the whole scene is outputted to the screen. They are like a layer that we can insert between what we have created and what the user experiences, so they are very powerful tools that enable us to modify and correct what we have previously done. Throughout the present chapter, we are going to be covering most of the available functionalities in the following recipes.

The properties we can tweak at that stage are anti-aliasing, color grading, depth of field, bloom, lens flares, vignetting, or screen space reflections. Those are just some of them, but something that they all have in common is that they affect the elements of the scene that are already placed in. Keeping that in mind will help us understand later on what is achievable through those methods and what is better done elsewhere. 

主站蜘蛛池模板: 云林县| 五指山市| 太保市| 元谋县| 东兴市| 射阳县| 淮安市| 宁波市| 平塘县| 夏津县| 柳江县| 灵璧县| 微山县| 昌图县| 松滋市| 油尖旺区| 福鼎市| 云安县| 曲沃县| 永丰县| 嘉黎县| 鸡东县| 鄂州市| 和静县| 济源市| 潼关县| 丰台区| 乌兰察布市| 耒阳市| 安义县| 鹰潭市| 铁岭市| 礼泉县| 新密市| 北票市| 乌什县| 疏勒县| 辉县市| 潞城市| 潜江市| 固原市|