Week Six
- Stephen Nevin
- May 23, 2018
- 1 min read
Lighting & Post Processing

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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