Session 21 Summary – Final Touches, Post Process, Fog & Rendering
🔧 Project Setup
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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
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Fixed focus issues manually on the CU_Tray camera using manual focus distance and keyframes.
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Rearranged shots in the Sequencer for better narrative flow:
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Started with crane shot → panning → trolley → closeups → zoom out.
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🎛️ Post Process Enhancements
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Added a Post Process Volume (PPV) to the level:
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Set Infinite Extent (Unbound) for global effect
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Adjusted Exposure settings manually for all cameras
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Enabled Lumen lighting for realistic GI and reflections
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💡 Cinematic Effects Added
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✅ Bloom: Enhanced glow of bright lights
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✅ Lens Flare: Added subtle lens reflections for realism
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✅ Bokeh Size: Simulated real camera blur
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✅ Vignette: (optional) darkened edges of the frame
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✅ Image Sharpening: Enhanced overall crispness
🎨 Color Grading (In-Engine)
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Applied custom LUT created in DaVinci Resolve
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Enabled LUT in Post Process > Misc > Color Grading Look
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Manually controlled Shadow, Midtone, Highlight saturation to refine image directly inside Unreal
🌫️ Fog & Lighting Volumetrics
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Added Exponential Height Fog to simulate atmospheric depth
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Enabled Volumetric Fog and set proper scattering colors
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Controlled Fog Density and spotlight Volumetric Scattering Intensity to get cinematic light shafts
🎞️ Final Rendering Process
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Two rendering options discussed: Movie Render Queue and Movie Capture
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Enabled Movie Render Queue via Plugins
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Configured:
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Apple ProRes 422 Codec
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Resolution: 1920x1080, Framerate: 24 fps
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Saved render as a reusable Preset
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Fixed missing object bindings in some shots before final rendering
✅ Session Outcome
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Completed final cinematic render with:
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Shot sequencing
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Color grading
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Post effects
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Volumetric fog
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Full resolution output via Movie Render Queue
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🏁 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
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