I want to create a gritty post processing effect for my map, what post processing settings would I use? Also, I want it to be grey.
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"Gritty" post processing settings?
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I wish there was a very detailed tutorial on PP volumes. I know of one and it's good for beginners, but more info would be helpful What is a Scene_Highlighs anyways?
I am guessing here, based on testing. You might want to increase your Scene_Desaturation. If you go to 1.0, your level will look black and white. You can also try increasing the Scene_Highlights as well.
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Originally posted by »TheHitMan« View PostYeah I tried messing with scene highlights and stuff but it didn't really do much except for the coloring.
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Originally posted by »TheHitMan« View PostWell yes I have "gritty" materials on my meshes but I want the overall world to have a "rough" effect I suppose.What I normally do is check out stock or other maps that have a look I like and go from there. It's hard to define "gritty" and "rough" in my opinion and the PP volumes have limitations on what they can do.
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Yes that is true unfotunatley. Although in my grinder map, it's kind of a rough effect sorta:
http://i54.photobucket.com/albums/g9...g?t=1245469013
But the effect might get lost once I change the color scheme.
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Hitman, your postprocessing is way too dark. I can't see a thing in your pic.
It's all about the Scene_shadows. You should only adjust them a small amount, but they can have an excellent effect on the contrast and darkness of the map.
The X, Y, and Z values equate to R, G, and B, respectively. Adjust all three to the same value unless you want coloration; however, coloration can be done much more effectively through lighting.
Play around with the settings until you get the effect you want. Scene_shadows is good for dark and gritty, scene_highlights is good for light and airy. Of course, a good postprocessing effect combines all three, but for a quick and easy effect, those are the ones to go for.
Here is an example of just how little you need to adjust Scene_shadows:
this is a cube with some meshes with normal postprocessing:
And this is the effect after setting all three values of Scene_shadows from 0 to 0.01 (!) :
As you can see, it has a profound effect. Even 0.01 may be too much.
Scene_highlights is a completely different beast, however. By default, all those settings are at 1, and it takes some drastic modification for a noticable effect (both Scene_shadows and Scene_highlights have a higher sensitivity the closer the value is to 0; the "effect" of a change in value is inversely proportional to the value itself, for the mathematically inclined.)
I don't know much about the value range for Scene_midtones since I don't play with them much. Shadows and highlights have a more profound effect anyway, and I can usually achieve the effect I'm looking for using just those two.
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Originally posted by Shivan Hunter View PostHitman, your postprocessing is way too dark. I can't see a thing in your pic.
It's all about the Scene_shadows. You should only adjust them a small amount, but they can have an excellent effect on the contrast and darkness of the map.
The X, Y, and Z values equate to R, G, and B, respectively. Adjust all three to the same value unless you want coloration; however, coloration can be done much more effectively through lighting.
Play around with the settings until you get the effect you want. Scene_shadows is good for dark and gritty, scene_highlights is good for light and airy. Of course, a good postprocessing effect combines all three, but for a quick and easy effect, those are the ones to go for.
Here is an example of just how little you need to adjust Scene_shadows:
this is a cube with some meshes with normal postprocessing:
And this is the effect after setting all three values of Scene_shadows from 0 to 0.01 (!) :
As you can see, it has a profound effect. Even 0.01 may be too much.
Scene_highlights is a completely different beast, however. By default, all those settings are at 1, and it takes some drastic modification for a noticable effect (both Scene_shadows and Scene_highlights have a higher sensitivity the closer the value is to 0; the "effect" of a change in value is inversely proportional to the value itself, for the mathematically inclined.)
I don't know much about the value range for Scene_midtones since I don't play with them much. Shadows and highlights have a more profound effect anyway, and I can usually achieve the effect I'm looking for using just those two.
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