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Manually editing post processing settings for Virtual Production

Hey guys so i am creating tools for virtual production in unreal engine 4 for a movie, now the director wants to have the ability of using a virtual camera in the motion capture volume and be able to manually change post processing settings such a bloom, DOF, exposure using controllers on the VCAM (Xbox 360 controller), How can i achieve this using the BP editor or any other feature in UE4.

I have made the virtual camera stream into unreal engine 4 during runtime using Ikinemas Pegausus Plug-in which helps me retarget the camera from Vicon Blade (Mocap Soft) to Unrela engine 4, i just need to know how to allow the director to change these post process settings manually using a controller.

Please let me know ASAP as this is my dissertation topic and i would like to complete it ASAP.

Product Version: UE 4.9
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asked Nov 19 '15 at 08:42 PM in Using UE4

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Hypersunshine
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avatar image Jacky Nov 19 '15 at 09:01 PM

If you mean runtime post process changes check out this tutorial: https://wiki.unrealengine.com/Dynamic_Depth_of_Field

Basically you need to use Make/Break PostProcessSettings node, enable parameters you'd like to change and then set their values with controller inputs.

Btw, Make/Break Postprocesssettings nodes are broken on 4.9 and 4.10(they are reported as bugs so Epic knows about them), but you can copy the nodes from pre 4.9 versions and paste them into your graph to get a working copy. Let me know if you arent able to do that and i'll post the node as a text somewhere as attachment button isnt working right now.

avatar image Hypersunshine Nov 19 '15 at 09:41 PM

Hey Jacky, Yeah if you could do that please as i have tried that way but have got confused and given up as the node is too big and confusing, yeah i have managed to get the DOF working but how do i set it to keys eg when press A Dof increases and when press B Dof decreases (user controilled) and the same for the other effects?? and i have already come across the node and placed it in the BP i just dont know how to work with it and what to do next basically..

avatar image Hypersunshine Nov 19 '15 at 09:51 PM

This is waht my friend suggested but i have no idea how to do this - Yea that's easy, just set up the controller input, reference the post processing volume and l and access its properties, then link it to the controller input, you probably want to use gats to control the variable over time, and set up a blueprint that acts independently (so dont use the level blueprint) that way it is reusable by casting to it.

avatar image Hypersunshine Nov 19 '15 at 11:40 PM

alt text Hey Jacky, Is this what i am meant to do?? is this in the right order?? and what would i do for when q is released?? if it isnt the right one could you please just let me know the sequence??

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Ok, check out this post:

https://forums.unrealengine.com/showthread.php?5938-PostProccessSettings-node-is-too-****-long-!&p=45395&viewfull=1#post45395

It gives you make and break nodes with everything turned off, which makes things a bit easier to start with. Just copy the text and then paste(ctrl+V) anywhere in your BP graph. Then look at the details panel and search for the property you want to change. Enable its checkbox and now you'll see the boolean and the value pins for that parameter in the node. Enable the boolean and thats it. Now you can change the value as you wish and then use that make post processsettings node to Set the post process settings for your camera. As to how you'll change the values with inputs is up to you since there are several ways to do that. If you are asked to make every single post process parameter adjustable then i'd suggest making a UMG widget with sliders as there arent enough buttons on a controller to adjust everything.

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answered Nov 19 '15 at 10:42 PM

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Jacky
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avatar image Hypersunshine Nov 19 '15 at 11:41 PM

alt text Hey Jacky, Is this what i am meant to do?? is this in the right order?? and what would i do for when q is released?? if it isnt the right one could you please just let me know the sequence??

avatar image Jacky Nov 19 '15 at 11:53 PM

Yeah, that's the correct order. You dont even need to use Break node here actually. You only need Break PPSettings node if you want to have access to a parameter's current value. I used one in my tutorial because i needed to check the focal distance to have a smooth transition.

avatar image Hypersunshine Nov 19 '15 at 11:57 PM

Hey yeah it worked :D i got Bloom working but how do i set it so that i can increase and decrease the amount of bloom to a custom amount :) thanks again

avatar image Hypersunshine Nov 19 '15 at 11:53 PM

Becasue if this is what i have to do then its not working for me as the DOF is but not the bloom :/ any reason why??

avatar image Jacky Nov 19 '15 at 11:57 PM

Get rid of the Break node, and then enable the bool checkbox of bloom intensity in the Make node. That should fix it.

avatar image Hypersunshine Nov 19 '15 at 11:58 PM

Hey yeah it worked :D i got Bloom working but how do i set it so that i can increase and decrease the amount of bloom to a custom amount :) thanks again

avatar image Jacky Nov 20 '15 at 02:22 AM

You can do something like this:

alt text

It increases the bloom intensity by 0.1 every time you hit U. To reverse this all you need to do is subtract instead of add and set PP settings with another key.

ppadjust.jpg (74.6 kB)
avatar image Hypersunshine Nov 20 '15 at 03:46 PM

Hey Jacky :) Thank you so much for the Pic it really helps a lot :D your help is amazing haha actually getting me through the tough times haha you seem to know a lot about unreal dont you?? is there another personal way to contact you as there is only so much i can post here about the project due to NDA :) please let me know on sdave96@gmail.com

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