After a level is created, its look can be moderated by an art director to have a certain color tint, blur, bloom, or intensity. This is conducted through simple post-process filtration. We will be discussing the features of PostProcess and we'll also discuss lighting approaches and their features, including custom lens flares, types of shadows, ambient occlusion, God Rays and light types, and their settings for achieving nice illumination under different conditions.
In this chapter, we'll cover the following topics:
Lighting in UDK is built around real-time requirements. Epic Games provides the neatest explanation of the features that UDK includes in terms of Rendering, Shaders, and "Eye-Popping Lighting and Shadows" on their front page at http://www.UDK.com/features.
UDK gives you all the options to perfectly light any scene. Ambient occlusion, per-pixel lighting, fill lighting, and fully dynamic specular lighting and reflections are all possible.
Unreal Lightmass is an advanced global illumination solver, custom built to fully take advantage of all that Unreal Engine 3 has to offer. Light your world with a single sun, give off soft shadows, and let the diffuse inter-reflection (color bleeding) do the work.
Advanced shadowing with support for three techniques:
Scene lighting that you can put to work immediately is one of UDK's biggest perks. This area does however require some familiarity with the parlance of CG lighting and rendering. A good place to start would be the UDN documentation on lighting in UDK at http://udn.epicgames.com/Three/UDKLevelCreationHome.html.
Here are some of the terms that you would want to explore immediately:
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