Sign in to follow this  
Endemoniada

Post-Processing for a More Organic Look ?

Recommended Posts

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.

Share this post


Link to post
Share on other sites
You could look at manual colour correction to match one rendering to the other.
The [url="http://udn.epicgames.com/Three/ColorGrading.html#Color%20correction"]Unreal documentation[/url] 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. [font=courier new,courier,monospace] tex3D( clut, tex2D( input, screenUV ) )[/font]

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this