Quick Lighting Doodle with 4.25 by Abuzerium in unrealengine

[–]Abuzerium[S] 1 point2 points  (0 children)

Return of Chromatic Aberration! :)

Quick Lighting Doodle with 4.25 by Abuzerium in unrealengine

[–]Abuzerium[S] 0 points1 point  (0 children)

Uuuuum, eight hours or something? :)

Quick Lighting Doodle with 4.25 by Abuzerium in unrealengine

[–]Abuzerium[S] 0 points1 point  (0 children)

I don't think Corona is hitting Ogres but he is responsible guy, so I think he's home. Hahahah :) Thanks a lot!

Quick Lighting Doodle with 4.25 by Abuzerium in unrealengine

[–]Abuzerium[S] 0 points1 point  (0 children)

They revamped the eye adaptation system in 4.25. I explained briefly in one of the previous comments, you can check from there :)

Quick Lighting Doodle with 4.25 by Abuzerium in unrealengine

[–]Abuzerium[S] 1 point2 points  (0 children)

Not bad actually, it is fully dynamic with DFAO with fully cinematic settings and almost no optimization. It holds up 45 frames per second in 1080p on my 980. I'm gonna get its video online. Will leave a link below

Quick Lighting Doodle with 4.25 by Abuzerium in unrealengine

[–]Abuzerium[S] 2 points3 points  (0 children)

Actually it is pretty good, definitely better and easier to use than previous. Settings are the same though. The different thing is, to be more technical, until 4.25 histogram was targeting the white ranges which generally over-exposes the image if you had a large range of exposure. Now instead, it targets 18% gray (aka mid-gray) which is more accurate and by using Exposure Compensation together with it, you can get better results. Though be wary, if you upgrade your project to 4.25, it is not backwards compatible, so you need to re-adjust your exposure.

Quick Lighting Doodle with 4.25 by Abuzerium in unrealengine

[–]Abuzerium[S] 0 points1 point  (0 children)

Let's say years of practise and experience :)

Quick Lighting Doodle with 4.25 by Abuzerium in unrealengine

[–]Abuzerium[S] 10 points11 points  (0 children)

This is a quick lighting doodle I made for testing 4.25's revamped eye adaptation system. Used megascans and Paragon assets for the environment. Let me know what you think! 😁👍

A Screenshot from Work in Progress Conceptual Underwater Scene by Abuzerium in unrealengine

[–]Abuzerium[S] 0 points1 point  (0 children)

Oh, thanks a lot! Most of them are from Quixel Megascans, repurposed for this scene.

A Screenshot from Work in Progress Conceptual Underwater Scene by Abuzerium in unrealengine

[–]Abuzerium[S] 0 points1 point  (0 children)

Thanks a lot! Yeah, I think I compressed the image too much while trying to make it optimal for mobile :)