Saturday, July 23, 2016

Day 68: For Instance

Phew! Looks as if I found a stroke of luck with Unreal plugins. Thanks to the use of a Instanced Static Mesh editor, I can take the myriad of different meshes in the scene and transform them into a single instanced mesh. I expect some frame rate improvements, but not by much.

As for the terrain application, I managed to get a few more effects from post-processing.

First off, managing brightness by way of a simple multiplier:



Why did the text get dark? I learned that UI does not apply to post-processing the scene, so I placed the rendering of the UI after the post-processing quad.

Second, some color shifting, including a grayscale smudge and a more vibrant shifting effect:



What's next? Definitely more post-processing, though I should find a way to swap out shaders to make the application more data-driven.

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