View Full Version : Post Process volume, Activating it while outside of the area?
Mike5424
12-12-2010, 04:04 AM
Basically i'm making a side scroller and need to use post processing to blur the under water area and create the effect that there is a body of water there. The problem i'm having is that the post processing volume doesn't activate untill the player is inside of the area. Thanks for any help.
Xoliul
12-12-2010, 04:16 AM
You can't do local postprocessing (just a part of your screen) with volumes. Not sure if you can even do this without c++ coding, as you probably would need a new rendertarget to mask out the underwater areas...
Mike5424
12-12-2010, 05:15 AM
Damn, Thanks anyway Xoliul. Does anyone know any other way of creating a body of water for a side scroller instead of just having a fake looking plane of water?
Ben Apuna
12-12-2010, 05:34 AM
Maybe one plane facing the camera with a distortion shader and another plane facing the sky with a water surface shader (reflection, ripples, etc...).
EDIT:
Both of those shaders would be animated to simulate flowing water...
Froyok
12-12-2010, 02:52 PM
Don't use the UDK Novemebr 2010 beta. This version have a bug in the post-processing volume (the colorgrading don't work). It's will be fixed in the next beta.
Mike5424
12-13-2010, 06:16 AM
Thanks Ben! Worked great!
Froyok, Really? Damn, I was just about to update, I've a few versions behind so I guess i'll download the october version instead. Thanks for the warning
Froyok
12-16-2010, 06:40 PM
Yeah, in the official epic thread of the november beta they confirmed this bug, it is solved now in the december beta.
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