Unreal Engine Batman Arkham #16: Engine upgrades and lots of other stuff

It’s been a while since I posted the last video of this project here and there have been numerous major and minor changes since then, so I’ll just go through them in a completely arbitrary order based on which ones I thought of first lol (I might move this bit into a dedicated blogpost soon, since there’s quite a lot to talk about this time): *Engine Post Processing Modifications:* I’ve added my own custom film stock emulation to the engine’s tonemapping pass, which I’m using to create a more unique looking result. It behaves unlike any of the existing colour grading tools and is modelled after the response curves of traditional analog film stocks (including various parameters that allow me to control its behaviour in-engine), so this is why pretty much everything looks somewhat different in terms of colours when compared to the last video. I’ve also expanded the custom bloom solution to include film halation, which gives everything even more of an authentic and very filmic look
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