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Week Six

  • Writer: Stephen Nevin
    Stephen Nevin
  • May 23, 2018
  • 1 min read

Lighting & Post Processing


Closeup_final

Lighting

When it came to lighting I used two directional lights, one to represent the sun and another to light the back of the ship on a lower intensity with an orange tint and cast shadows turned off. With the first light I started playing with the bloom settings to simulate very faint god rays. I then took to using point lights to illuminate the scene using ranges of purples oranges and reds. With a very bright point light system under the main deck to create the feeling of an explosion in the ship. And fire like point lights to illuminate the cannon explosions. I also used a sky light and four reflectance sphere’s to help capture the light.

through the lighting process i was switching between static lights for baking and movable lights for real time comparison.


Exponential Fog

When using the exponential fog, I focused on using its volumetric lighting function to add some depth to the scene and the enhance the lights in the scene by giving them a faint glow, and also making the god rays less hash and more occluded


Post Processing

I first created the post process volume, then started making use of its bloom enhancing effects, LUT Feature’s, screen space ambient occlusion, global illumination and roughness scalar.

 
 
 

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