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Thread: Dirty lens effect in post process?

  1. #1
    ryanjon2040
    Guest

    Dirty lens effect in post process?

    Hi all,

    Is it possible to create dirty lens effect using Post Process Chain? So when i look at lights the effect shows. Similar to Battlefield 3 lens effect. If its possible can you post how to do this? Screenshot of material will help


  2. #2
    Whiteout
    Guest
    Heres a video on it http://forums.epicgames.com/threads/...ht=lens+effect, not sure if he can help with a tutorial on it. I just started to look into rain and debris etc..so I don't know too much yet

  3. #3
    TheAgent
    Guest
    So i tried it out in the Post Process Chain, its not perfect (darkens the scene). However, here is what I came up with.

    [SHOT]http://i1188.photobucket.com/albums/z411/TheAgent007/MaterialPP_DirtyLens.jpg[/SHOT]

    Material must be set to UNLIT

    Put it LAST in the Post Process Chain

    [SHOT]http://i1188.photobucket.com/albums/z411/TheAgent007/PPChain.jpg[/Shot]

    And here is a quick Preview

    [SHOT]http://i1188.photobucket.com/albums/z411/TheAgent007/MaterialPP_DirtyLens_Preview.jpg[/SHOT]

    Here is the texture



    Download of the Package : http://dl.dropbox.com/u/21544275/PPDirtyLens.upk

  4. #4
    Whiteout
    Guest
    Ya looks ok. So basically same for blood splatter, dirt, snow, rain drops etc.. Just need to fig. out how to activate it when needed. I will post something also if I can find it, it must be in kismet or the uc code I would think...

  5. #5
    Whiteout
    Guest
    Ohh I meant to ask, I haven't tried your chain yet, but I assume you plugged your created material/chain to the "world post process chain" with no script work? Anyways I will have to look in the activation when needed tomorrow night...eg so the rain starts and stops when needed...emerging from water to get a wet camera look etc....or may need some help with it myself in a couple days!

  6. #6
    TheAgent
    Guest
    Well dirty lens effect will always be present, in terms of activating and deactivating : http://udn.epicgames.com/Three/Devel...n Unrealscript

  7. #7
    darthviper107
    Guest
    I think that might be something you would do in the lens flare material

  8. #8
    Whiteout
    Guest
    Thx and also some reference at the bottom of this page http://udn.epicgames.com/Three/PostP...UserGuide.html Controlling effects through Kismet and or script. Definetlly a tutorial is needed on this! see where too from this.....It must be done in the player controller like the sniper Tut...I'm not sure if you actually go into camera properties under lens effects like I thought in the first place, from readind a udn page..anyways done for tonight...K makes a little more sense with the kismet examples with the below link fron "agent" t.y.

  9. #9
    TheAgent
    Guest

  10. #10
    micahpharoh
    Guest
    Quote Originally Posted by Whiteout View Post
    eg so the rain starts and stops when needed...emerging from water to get a wet camera look etc....or may need some help with it myself in a couple days!
    You can control post process through kismet by using matinee if you use a scalar (or vector) parameter in your material.

    http://www.youtube.com/watch?v=YR-NaruqDIs

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