PostProcessingVolume

From Arms of Venus
Revision as of 15:17, 10 April 2026 by Reskin (talk | contribs)

PostProcessVolume Settings

For the current Arms of Venus third-person fighter view, the PostProcessVolume should be tuned to simulate human eye adaptation and broad atmospheric glare, not cinematic camera artifacts. Local Exposure is currently left disabled to avoid haloing or cutout effects around the aircraft silhouette against the bright Venusian sky.

Bloom

Use Bloom to create a soft, overwhelming solar glare rather than stylized lens artifacts.

  • Enable Bloom Intensity
    • Intensity: 1.2
  • Enable Gaussian Intensity
    • Intensity: 1.2
  • Enable Gaussian Threshold
    • Threshold: 0.0
  • Enable Gaussian Advanced Size Scale
    • Size Scale: 6.0
  • Enable Gaussian Advanced #1 Size
    • #1 Size: 0.5
  • Enable Gaussian Advanced #2 Size
    • #2 Size: 2.0
  • Enable Gaussian Advanced #3 Size
    • #3 Size: 8.0
  • Enable Gaussian Advanced #4 Size
    • #4 Size: 24.0
  • Leave the following disabled for now:
    • Preferred Method override
    • #5 Size
    • #6 Size
    • All Tint overrides
    • Entire Convolution section

Bloom Notes

  • This setup is intended to create a continuous atmospheric glow around the sun rather than layered or ring-like bloom artifacts.
  • Lens Flare should generally remain off for a naked-eye presentation, since lens flare is primarily a camera lens artifact rather than a human-vision effect.

Exposure (Auto Exposure / Eye Adaptation)

This is the Unreal system that simulates eye adaptation to changing brightness.

  • Enable Min EV100
    • Min EV100: -2.0
  • Enable Max EV100
    • Max EV100: 4.0
  • Enable Speed Up
    • Speed Up: 3.0
  • Enable Speed Down
    • Speed Down: 1.0
  • Enable Exposure Compensation
    • Exposure Compensation: 0.5
  • Leave the following disabled for now:
    • Metering Mode override
    • Exposure Compensation Curve
    • Exposure Metering Mask
    • Low Percent
    • High Percent
    • Histogram Min EV100
    • Histogram Max EV100
    • All other advanced histogram tuning

Exposure Notes

  • Setting both Min EV100 and Max EV100 to the same value effectively disables adaptation. The values above restore controlled eye adaptation.
  • Speed Up controls how quickly the eye adjusts when returning from darker viewing conditions.
  • Speed Down controls how quickly the eye is overwhelmed by brighter conditions. A slightly slower value helps preserve the feeling of solar glare.
  • This range should allow the environment to feel bright and hostile without causing the sun to completely destroy scene readability.

Local Exposure

  • Disabled for now

Local Exposure Notes

  • In a third-person fighter view, Local Exposure can sometimes create unwanted edge brightening or haloing around the aircraft when viewed against a bright sky.
  • It may be revisited later if additional readability is needed, but the current preferred approach is to rely on:
    • global Exposure
    • Bloom
    • Sky Atmosphere scattering
    • directional light balance

Summary

The current PostProcessVolume philosophy is:

  • Use Exposure for eye adaptation
  • Use Bloom for solar glare and atmospheric overwhelm
  • Do not rely on Lens Flare for naked-eye realism
  • Leave Local Exposure off unless gameplay readability later demands subtle regional contrast assistance