Features:

  •  Anamorphic Cine Camera Blueprint Actor
  • HLSL based Anamorphic Depth of Field 
  •  Physically Based Focus Calculation

Number of Blueprints:

Input: (If any, please include which methods of input are preconfigured (Gamepad, Keyboard, Mouse… etc.))

Network Replicated: No

Supported Development Platforms:

Windows: Yes

Documentation: https://www.youtube.com/watch?v=2c0vKss-4RE

特征:

  •  变形电影摄影机蓝图演员
  • 基于HLSL的变形景深 
  •  基于物理的焦点计算

蓝图数目:

输入:(如果有的话,请包括哪些输入方法是预先配置的(游戏手柄,键盘,鼠标。.. 等。))

网络复制:没有

支持的开发平台:

Windows:是的

文件:https://www.youtube.com/watch?v=2c0vKss-4RE










Anamorphic Depth of Field for Cinematics is an Anamorphic Cine Camera Blueprint emulating the Depth of Field of an Anamorphic Lens.

With Bokeh customization options, you can choose between a few different combinations of attributes.

Example and Tutorial Here(Updated): https://www.youtube.com/watch?v=2c0vKss-4RE

Example of Depth Sample Rejection added on the 27th April: https://www.youtube.com/watch?v=xgCbfT65dJk

New Features added in version 8: https://youtu.be/S2yFBnt7_t8

The Depth of Field component is a custom DOF blur written in HLSL, and is physically based, meaning focus values are equivalent to standard Unreal Cine Camera Depth of Field settings.

This is intended for use in Cinematic Renders through the Movie Render Queue at 100% screen percentage, It it possible to use this in a real time situation but due to the TemporalAA jitter baked into the scene color in the post process material chain you may see some flickering on thin or distance details when out of focus. In this case you can use the “After Tonemapping” version of the material that is included but it will look less lively in terms of bokeh.

Known Issues:

  • In some cases when using UE5 with a heavily screen trace reliant scene Lumen contribution blows out as it seems to trace against the blurred scene color, I am currently investigating this.

  • In some cases when using UE5 and not using TSR as the anti aliasing setting, some NaN values will appear on the right and bottom edge of the viewport, this is an intermittent issue and does not happen in UE4, I am currently investigating this issue.

  • When using Auto Exposure, the Anamorphic Cine Camera usually appears brighter than a normal cine camera, I’d always recommend to use Manual Exposure for Cinematics but if you must use Auto Exposure I am currently looking into this issue.

变形景深的Cinematics是模拟变形镜头景深的变形电影摄影机蓝图。

使用散景自定义选项,您可以在几个不同的属性组合之间进行选择。

示例和教程在这里(更新):https://www.youtube.com/watch?v=2c0vKss-4RE

4月27日添加的深度样本拒绝示例:https://www.youtube.com/watch?v=xgCbfT65dJk

版本8中添加的新功能:https://youtu.be/S2yFBnt7_t8

景深(Depth of Field)组件是用HLSL编写的自定义景深模糊(dof blur),是基于物理的,这意味着焦点值等同于标准的虚幻电影摄像机景深设置。

这是为了在电影渲染队列中以100%的屏幕百分比使用,它可以在一个实时的情况下使用它,但是由于时间上的抖动烘焙到后处理材料链中的场景颜色中,你可能会看到一些薄的或距离的细节在失焦时闪烁。 在这种情况下,您可以使用包含的材质的”色调映射后”版本,但在散景方面看起来不那么活泼。

已知问题:

  • 在某些情况下,当使用具有大量屏幕跟踪依赖场景流明贡献的UE5时,因为它似乎对模糊的场景颜色进行跟踪,我目前正在调查这一点。

  • 在某些情况下,当使用UE5而不使用TSR作为抗锯齿设置时,一些NaN值会出现在视口的右侧和底部边缘,这是一个间歇性问题,在UE4中不会发生,我目前正

  • 当使用自动曝光时,变形的电影摄影机通常比普通的电影摄影机显得更亮,我总是建议使用手动曝光的电影,但如果你必须使用自动曝光,我目前正在研究这个问题。

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