All language subtitles for 1 - Post Process Volume Essentials

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranรฎ)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

Hello friends, let's get started with the post process volume.

But before that, I want to tidy up this scene, which is a bit messy.

From the outliner panel, we can create folders to organize our assets.

I'll select everything, and then deselect the items I don't want to

include.

For example, I'll deselect the Camera Actor.

These items should be deselected.

Right-click go to move to create a new folder and rename it to 3d underscore

models Just like that everything is nicely organized here

This

volume we are adding is called a post process volume

I'll delete this one and add it again from scratch.

It's better to have a larger viewport, so I'll maximize it for now.

I'm going to apply a glass material.

I'll go to the Content Browser, in the Materials section and search.

I'll assign a glass material, for example, M Glass Corona.

Let's quickly add it. From the Create menu, go to Visual Effects and then Post

Process Volume.

The second method is from the Window tab.

Open the Place Actors panel and from the Visual Effects section,

drag and drop a post process volume into the scene.

Now, what is the purpose of this post process volume?

It's used to control things like exposure, which adjusts the amount of

light. It controls the amount of light that enters our camera lens.

The post process volume also allows us to choose our global illumination

method.

We use it to control the quality of lighting and reflections.

We can also access some of these settings from another location.

From the Edit menu, go to Project Settings, and then navigate to the

Engine section.

We discussed the Rendering section in the first session,

Here we can make some initial settings, for example, for global illumination.

We'll set global illumination and reflections to use Lumen.

Next, we will learn more about Lumen.

To improve the quality of glass and other transparent materials,

you should enable High Quality Translucency

Reflections.

We'll enable that as well, so let's select the Post Process Volume.

From its details panel, we have access to a series of commands and parameters.

From this section, we can collapse these categories.

Let's find the exposure settings.

We have two exposure methods here, manual and auto. Pay attention to what

happens.

When I move inside, you can see the exposure adjusts very slowly.

And when I go back outside, the scene becomes dark again for a moment.

I'm placing a post-process volume here.

And I'm changing its scale. I want this entire house to be inside my volume.

Okay, now I'll go inside.

I will adjust the exposure here.

First, I'll set the mode to manual.

I'll now change the exposure value.

Look how dark it became when I'm inside this post process volume If I go outside

you'll see everything becomes bright as soon as I enter this volume It gets dark

again, this means that inside this volume I can control everything

What can I change I can change the exposure level I can change

the amount of reflections and I can adjust the colors

Now, this can be handled in two ways.

I'll leave this at a value of 1 for now.

This glowing halo effect is a bit distracting right now.

That's caused by bloom.

We usually disable this for architectural scenes, but it's good for

cinematic shots.

I'll set the intensity to zero.

If we increase this value, the glowing halo effect will increase.

We can even disable this bloom option globally from the project settings.

So let's go back to the post process volume for now.

I set it to 1, but I meant the exposure compensation.

I'll set it to 1.

So I can increase or decrease the exposure value from here.

Now, if I reduce the brightness...

And I look at it from outside, the light intensity outside is very low.

I want to increase it, but notice I have to be inside the volume to see the

change.

We need to be able to solve this problem.

Should we fix this by expanding the volume to be much, much bigger?

Right now I can't see any changes I make from out here.

I have to enter the volume to see these changes.

Here is how we solve this problem.

With the post process volume selected, type inf in the search field.

We enable this option, infinite extent, unbound.

Once it's enabled, it no longer matters whether we're inside this volume or not.

Its dimensions also become irrelevant.

I'll just move it to a corner out of the way.

It doesn't matter anymore whether you're inside or outside this volume.

In newer versions of Unreal Engine, the Infinite Extent option is often enabled

by default.

If it's not active, be sure to activate it yourself.

Now I'll check the light intensity again.

For example, let's set it to 1.

Now that I'm outside, everything looks fine.

But when I go inside, it's a little dark. I want the light to be brighter

here.

Let's try 3.

Okay, but when I go outside, the light is now too bright.

We need to fix this problem.

For this, we can use Auto Exposure.

I'll set the exposure compensation back to 1.

Now everything is fine.

I'm entering the living room.

And after a moment, our scene becomes brighter.

I'm going outside now. The scene is bright and it slowly adjusts to the

correct level.

Every time I turn my view, it slowly starts to adjust the light again.

To control this speed, when we are in Auto Exposure mode,

you have options called Speed

Up and Speed Down.

I'll set both of these to 1 for now.

The adjustment is taking a long time, so now I'm speeding it up.

I'll set both to 10.

Now, it won't take as long to adjust.

For example, if we set it to 20 the changes will be made very quickly

Now

whether we are inside or outside the house I can still adjust the overall

exposure I Can control it for example setting it to 0.5

now I have good lighting inside

And I also have good lighting outside.

So when should you use auto exposure and when should you use manual?

Well, when you want to work on an animation project, for example, imagine

this is a villa. We want to animate the camera moving from the outside into the

interior space.

This is how light actually behaves in the real world.

We should use Auto Exposure to realistically control the light behavior

when moving between areas.

This way we can slowly enter the house and the lighting adjusts naturally.

I'll set the speed to 10.

In animations, we usually move into a space slowly.

For example, a speed of 0.3 is very slow.

But what if we only wanted to render still images from inside the space?

In that case, we use manual exposure.

And this way we can precisely control the light intensity.

This scene is lit by the default sun and sky actor.

We will learn about other lighting tools in the next sessions. In this session we

are only focusing on the post process volume.

We will learn about these other tools in future sessions.

I can change the direction of the sunlight by rotating the directional

light.

So now let's explore other post-process features.

From the details panel, we have access to all the post-process settings.

From the lens section, under color grading, we can

change the color temperature of our environment.

This affects the entire environment globally.

I can set up a camera and apply these changes only to that specific camera.

For example, I could place one camera here for shot one, and

another camera here called shot two.

In shot one, the light could be warm.

And in Shot 2, the light could be cold.

But if I want to make a change that affects all cameras, we use the Post

Process Volume.

I'll show you this on the Camera Actor.

I'll pilot the camera from here.

A number of its settings are also active here, such as depth of field .

The camera has its

own set of settings, similar to a post-process volume.

For example, from here I can change the camera's exposure.

I can control my light intensity here as well.

But when we change the main post process volume, these changes by default are

applied to our entire environment.

Okay, other changes we can make here.

Let's increase the global contrast from here.

Let's see, I can increase it or decrease it.

For example, a value of 4 is very intense.

In the same way, we can change the saturation.

We can control the shadows.

from here, and we can control the burned out bright areas with the highlight

settings.

In this way it works very much like the tools in Photoshop.

The post-process volume is very powerful.

There are some cases where our image quality can become poor, especially with

GI.

Search for a setting called Final Gather Quality and set this number to 10.

If it is set to zero, the GI quality can be poor.

A value around 10 usually fixes this problem.

So, to summarize what are the default settings you should apply after you

place a post-process volume.

Let's review.

First, we add a post process volume to the scene.

The first thing you do is search for inf and enable infinite extent.

Next, let's go to the exposure section.

We need to define our use case.

If we're going to work both outside and inside, we'll use auto exposure mode and

set the speed up and down to around 10.

The exposure compensation value will depend on our project.

However, if we only want to work inside the space for still shots, we'll set it

to manual and control the exposure directly.

Next, we'll go to the bloom section.

We will enable it, but set its intensity to zero to remove the halo effect.

Then we can make adjustments like increase contrast or increase or

decrease the highlights.

For instance, I might increase the contrast a bit, setting it to 1.2.

We can also make these changes and final gather quality should be set to 10.

We will explore the rest of the settings as we find a need to use them.

So practice that these commands so we can move on to the next session and

begin lighting

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.