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Post-Processing for a More Organic Look ?


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#1 Endemoniada   Members   -  Reputation: 290

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Posted 20 April 2012 - 07:58 PM

Hi guys,

It's hard to describe what I'm looking for because I really don't know, the word 'organic' seems to fit. My game is 2D, I have a textured background with 3D rendered objects on top; I'd like something that brings it all together and makes the 3D objects look like they belong to the background environment and vice versa.

I've been trying a bloom technique that blends the blurred scene with the original using hard light and also overlay formulas (Photoshop equivalents); they look pretty good but I was hoping for something better. I wouldn't mind bringing out some more colour as well. I don't really know what else to try except a bloom-style technique so any ideas are welcome.

Thanks a lot.

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#2 Michael Tanczos   Senior Staff   -  Reputation: 5148

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Posted 20 April 2012 - 11:04 PM

Light wrap?

#3 Hodgman   Moderators   -  Reputation: 27879

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Posted 21 April 2012 - 12:27 AM

You could look at manual colour correction to match one rendering to the other.
The Unreal documentation gives a pretty good explanation, and it's easy to implement yourself. The shader is almost a simple copy-texture, but you use the input colour as texture-coordinates into the LUT texture, which gives the corrected output. e.g. tex3D( clut, tex2D( input, screenUV ) )




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