Saturday, May 31, 2025

21 D03_H03_04 Adding Bloom, Flare and Fog with realistic imperfections u...


Session 21 Summary – Final Touches, Post Process, Fog & Rendering


🔧 Project Setup

  • Downloaded and extracted camera settings - add files for imperfection render.zip

  • Replaced required .uasset, .umap, and sequence files in the appropriate Unreal project folders.

  • Set Module_7 as the default Editor & Game Map for startup.


🎥 Sequence Adjustments

  • Fixed focus issues manually on the CU_Tray camera using manual focus distance and keyframes.

  • Rearranged shots in the Sequencer for better narrative flow:

    • Started with crane shot → panning → trolley → closeups → zoom out.


🎛️ Post Process Enhancements

  • Added a Post Process Volume (PPV) to the level:

    • Set Infinite Extent (Unbound) for global effect

    • Adjusted Exposure settings manually for all cameras

    • Enabled Lumen lighting for realistic GI and reflections


💡 Cinematic Effects Added

  • Bloom: Enhanced glow of bright lights

  • Lens Flare: Added subtle lens reflections for realism

  • Bokeh Size: Simulated real camera blur

  • Vignette: (optional) darkened edges of the frame

  • Image Sharpening: Enhanced overall crispness


🎨 Color Grading (In-Engine)

  • Applied custom LUT created in DaVinci Resolve

  • Enabled LUT in Post Process > Misc > Color Grading Look

  • Manually controlled Shadow, Midtone, Highlight saturation to refine image directly inside Unreal


🌫️ Fog & Lighting Volumetrics

  • Added Exponential Height Fog to simulate atmospheric depth

  • Enabled Volumetric Fog and set proper scattering colors

  • Controlled Fog Density and spotlight Volumetric Scattering Intensity to get cinematic light shafts


🎞️ Final Rendering Process

  • Two rendering options discussed: Movie Render Queue and Movie Capture

  • Enabled Movie Render Queue via Plugins

  • Configured:

    • Apple ProRes 422 Codec

    • Resolution: 1920x1080, Framerate: 24 fps

    • Saved render as a reusable Preset

  • Fixed missing object bindings in some shots before final rendering


Session Outcome

  • Completed final cinematic render with:

    • Shot sequencing

    • Color grading

    • Post effects

    • Volumetric fog

    • Full resolution output via Movie Render Queue


🏁 Wrap-up

Completed a full one-shot cinematic short film using only Unreal Engine’s native camera, lighting, and post tools — marking the conclusion of the introductory 21-session Unreal Filmmaking series.

Next chapter: Modeling and asset creation in Unreal Engine

No comments: