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Dirty lens effect in post process?

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  • 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
    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

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    • #3
      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

      Comment


      • #4
        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...

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        • #5
          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!

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

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

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              • #8
                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.

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                • #9
                  There is a tutorial on it, I just posted one of many....

                  http://udn.epicgames.com/Three/Devel...n Unrealscript

                  Or

                  http://udn.epicgames.com/Three/Devel...ssEffects.html

                  Comment


                  • #10
                    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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                    • #11
                      Originally posted by TheAgent View Post
                      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
                      Thank you very much TheAgent....Am using that same texture from OF!

                      Comment


                      • #12
                        Originally posted by TheAgent View Post
                        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
                        I downloaded your package and used it. This is the result i get. Am using the same material you gave me without any changes. Post Process chain has no other nodes except Material Effect with your material applied. Am using March 2012 Build.

                        Comment


                        • #13
                          I understand that for stuff like rain and blood you need to use the script, but for specific BF3 lens dirt look, is there any specific reason why you shouldn't use just regular lens flare element. From the some of the vids I could find it looks like those.





                          Jordan Walker from Epic was kind enough to share source files from that Street Fighter Redux scene for learning. Package also comes with material for Lens flares he used that contains screen dirt effect. I haven't looked at that material for some time, but IIRC the trick was by using ScreenPos node for the dirt texture which makes it static on the screen (without this your "dirt particles" would pan over screen based on the angle). Then it got multiplied to SphereMask to block out part of the texture that should be seen on the screen.

                          http://mutantspoon.com/Bathhouse

                          Also I think BF3 actually uses 2 settings for dirt effects, one on top of the source (equivalent of 0.0 position for flares in UDK, ones from that package come with this setting) for point lights, spot lights:

                          [shot]http://i.imgur.com/pQukZ.jpg[/shot]

                          and from those vids for the Sun flare, it looks like they do radial falloff of the texture based on the camera angle. I guess you would have to modify material for this, so SphereMask part would have to be changed to something that radially blocks the texture.
                          However for a start you could just set position to 1.0 which would do opposite edge of the screen effect like on this pic.

                          [shot]http://image.gamespotcdn.net/gamespot/images/2011/257/621185_20110915_screen011.jpg[/shot]

                          Comment


                          • #14
                            Originally posted by micahpharoh View Post
                            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
                            I know that you can do it in the UDK and make it very convincing. Take a look here: http://www.youtube.com/watch?v=PfBNMPMrJb8

                            It looks like they even used the same texture that TheAgent provided.

                            Comment


                            • #15
                              Its not the Lens flare that causes the dirty-ness, its already there. Just need to get where the light is in order for the dirty lends effect to show.

                              @ryanjon2040 : You only have one node which is my node in there. It will look partially inerted because i rely on the other nodes blacks to prevent that. If you make the post process chain look just like mine, in the picture I provided, it will look fine.

                              @Count_de_Money : I'm gonna take your advice and try something else with sphere mask and see if that helps as well. Instead of Inverting the scene and using that as a mask.a

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