CRYENGINE Environment Editor Tutorial - Part 4: HDR and Filters

CRYENGINE Environment Editor Tutorial - Part 4: HDR and Filters

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THE EDITOR
Game:
THE EDITOR (2023)
Category:
Tutorial
Duration: 33:45
4,680 views
133


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/CEMANUAL/Tutorial+-+Environment+Editor+Part+4+-+HDR+and+Filters

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/product/CEMP-2935

The Terrain Example Pack: https://www.cryengine.com/marketplace/product/CEMP-2936

Get up to speed by watching each of the videos in this series:

Environment Editor Introduction Playlist: https://www.youtube.com/watch?v=tztIyT7MNP0&list=PLpCgy91Y5vMtzRchqgN7TO2mB7p_LO9LL

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

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Tags:
Game
Engine
Development
CRYENGINE
tutorial
environment editor
level design
SVOGI
fog
lighting
game dev
indie dev
game development



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