- Unreal Engine 4 Shaders and Effects Cookbook
- Brais Brenlla Ramos John P. Doran
- 248字
- 2021-06-24 14:12:11
How it works...
We've spent most of our time adjusting different post process effects inside the cine camera actor in order to achieve a particular look for the scene. Seeing as we have two different actors that can take care of those effects (the post process volume and the cine camera actor itself), how do we decide when we should be using each one of them?
The answer lies in the specific goals that you want to reach with your project. Sometimes, one of the two actors is more useful or better suited to satisfy one of your needs. We can explore this through different examples.
Think, for instance, that you are playing a multiplayer shooter. If you were to receive any damage, you might be expecting to see some effects pop up on your screen – such as a red tint to the whole image or some other similar visual cue that indicates damage. This situation asks for said effect to be local to the specific player that is suffering said effect, so it makes sense to adjust any post process effects through their player camera.
Another example where we could instead benefit from using a post process volume is when we want to add post process effects to a whole open world game. If we want to artistically tweak how the colors look or modify the look of the scene when the climatology changes we might find a good ally in this type of actor.
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