Tuesday, December 5, 2023
HomeVisual EffectsSeparate Submit-Course of colour grading for VFX in Unreal Engine

Separate Submit-Course of colour grading for VFX in Unreal Engine


Whats up guys!

I used to be digging into this topic for some time and didn’t actually discover something about this.

So, is there any option to separate PP Volumes for VFX and Volumes that have an effect on the setting and and so on. from one another? Cuz I’m attempting to combat the issue of Filmic Tone-Mapper that’s set by default within the engine that eats the “true” srgb colours I decide for stylized VFXes.

On this instance above, I’ve made a take a look at on what occurs if I modify a few parameters in PP Quantity. It offers me the outcomes I need, however It additionally impacts every little thing else that inside this quantity.

So yeah, my query is that if there’s any means I can apply it individually with out affecting colour grading on the remainder of the image. Or does it require digging into some depthstencil masks?

I’m simply attempting to get very nice and saturated colours for VFX and UE kinda looks like a ache within the ars about it.

Thanks prematurely for any enter on this!


Sadly I don’t assume that is doable. You might stencli it out, however I assume this can create all types of points as you would want to place all of your vfx into CustomDepth stencils, and that may interferre with different issues.
One resolution is likely to be, so as to add some form of colour correction / gamma correction to your whole VFX supplies. That means you’ll be able to counter compensate for what your common publish course of is doing.
An instance of the same approach could be discovered right here, counter-compensating EyeAdaption:

636f1cc5a81428690a856467 78%20 %20Regulated%20Emissive%20Exposure%20 %201080p



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There’s a method I had theorized, however by no means tried. Every shader mannequin is represented as a distinct colour you can get, so I thought of including a brand new shader to the engine (even when it was only a duplicated model of what’s already there) after which having one PP materials that masks out that shading mannequin, and a second that masks out each shading mannequin however that vfx-specific one, after which doing all of your colour grading, emissive values, and so on. for each. Nonetheless, since you’ll be able to’t management the precise necessary stuff like bloom values and distinction within the materials, you would want two separate PP volumes along with the 2 separate supplies, which might be twice as costly.

I’d prefer to stress, I don’t really know if this may work how I’m hoping it will, it’s been extra of a theory-crafted concept to date, nevertheless it’s doable it may work. If you understand you’re solely going to make use of Translucent for VFX, and every little thing else in your scene goes to be Masked or Opaque, then you definately wouldn’t want a brand new separate shading mannequin.

If anybody really is aware of this technique gained’t work, be happy to set me straight!

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