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Watch the latest installment in our expansive, in-depth environment editor series, which shows you how to create beautiful worlds with CRYENGINE. Your host is our Learning Manager Brian Dilg. 0:00 - Intro 0:21 - HDR defined 0:29 - Dynamic exposure in human visual perception 1:46 - Link between auto exposure and field of view 3:34 - Gamut and out of gamut tones 3:57 - How HDR and tone mapping work 4:12 - Seeing a game world without HDR 5:40 - Balancing interior and exterior and exterior light levels 6:28 - Setting HDR eye adaptation mode 7:13 - Setting overall exposure and color balance 8:09 - Saturation 8:36 - Simulating human low-light vision 9:58 - Using color to create realistic night scenes 10:31 - Using color to affect brightness perception 10:58 - Color balance and tonal range 11:26 - Saturation and tonal range 11:42 - Color vs tonal contrast 12:22 - EV auto compensation 14:28 - EV Min and EV Max 14:44 - EV (Exposure Value) defined 15:14 - EV values found in the real world 15:46 - How EV Min and Max affect exposure compensation 17:05 - Seeing EV values with r_HDRDebug 17:31 - HDR and diffuse light 18:32 - Fine tuning HDR Min and Max 19:52 - Tuning HDR to embrace contrast 22:10 - Human sensitivity to tonal difference in dark vs. bright scenes 23:09 - Using EV Min and Max for stylized looks 25:15 - Understanding post-processing effects 25:38 - Disabling exposure compensation 25:52 - Film curve tone mapping 26:03 - Understanding tone curves 26:35 - Tone mapping settings: shoulder, midtones, toe 28:30 - Film curve whitepoint 28:50 - Using Film curve whitepoint to help night scenes 30:07 - Tone mapping using shoulder and toe adjustments 30:15 - Visualizing shoulder adjustments using a curve and histogram 30:37 - Visualizing toe adjustments using a curve and histogram 30:48 - Reducing contrast with an inverted S curve 30:55 - Adding contrast with an S curve 31:06 - Understanding toe, knee, and shoulder adjustments 31:46 - Bloom effect 32:08 - Grain effect 32:27 - Photo filter color and density 33:04 - Realism, vision, and creativity innovation Chapter four in the series covers two categories of post-production effects, HDR and filters. The video goes into detail about the tools and the settings you can use to create believable, consistent worlds. Brian also provides you with the underlying theory behinds the techniques demonstrated, giving you a rounded understanding that will help you in your projects. #LevelDesign #Lighting #AchievedWithCRYENGINE You can follow along with written documentation here: https://docs.cryengine.com/display/CE... Download two free asset packs from the CRYENGINE Marketplace, which you can use with this tutorial series: The Environment Presets Pack: https://www.cryengine.com/marketplace... The Terrain Example Pack: https://www.cryengine.com/marketplace... Get up to speed by watching each of the videos in this series: Environment Editor Introduction Playlist: • CRYENGINE Environment Editor Tutorial - Pa... CRYENGINE - The most powerful game development platform is now available to everyone. Full source code. 5% Royalties. No license fee. Join us over at http://www.cryengine.com Subscribe: https://www.youtube.com/cryengine?sub... Add us on Twitter: / cryengine Follow us on Facebook: / cryengineofficial Join the discussion on our Forum: https://forum.cryengine.com/ and/or CRYENGINE Discord: / discord Browse our Marketplace: https://www.cryengine.com/marketplace