Features:
- 22 High quality hand-made convolution bloom kernels (2048×2048 pixels 32-Bit .exr)
- BONUS: 5 Lens Flare Bokeh textures (128×128 pixels)
Number of Textures: 27
特征:
- 22个高品质的手工卷积bloom内核(2048×2048像素32位。exr)
- 奖励:5镜头耀斑散景纹理(128×128像素)
纹理数量:27





Create beautiful looking Bloom/Glare effects using Convolution Bloom Kernel system built in directly in Unreal Engine. Now you can use real calculated bloom via convolution and FFT instead of lens flare textures as emissive planes.
Showcase Video: https://youtu.be/r2kS1CxUBm8
Quick tips on how to use:
Set the bloom type to convolution in PPV, from this point onwards, all standard bloom settings are obsolete.
- Start with “Convolution Scale” set to 0.5. This pack includes kernels with twice the size of default one, so that you can increase the size too if you want. It is very useful to play with the scale to get the look you want.
- “Convolution Center” > Every bloom is set perfectly in the center, you do not need to adjust this at all.
- Convolution Boost Min, Max and the Multiplier are the key to use the bloom kernel. If you set the multiplier to one, It is not going to boost any pixels’ intensity before going in to the bloom. So every pixel on the screen is boosted relative to their luminance. Typically it is better to use the other two, than to change the Convolution Bloom Max value. So as a general example, Convolution Boost Min looks good from 0.2 to 2 but it is highly highly dependent on the scene and lighting. It is same with Boost Multiplier, which can be usually set around 2 to 60. It is also possible to set this value lower than 1, which in that case it will reduce the intensity of the selected pixel brightness levels. (somewhat similar to a highlight compression)
If you want a controlled singular point bloom highlight at any surface, you can put a very small sphere(i.e. 0.02 size) with an emissive texture.
The bloom characteristics are highly dependent on your scene lighting, and every bloom is designed for a different scenario. And since it is a pixel based effect, screen size also changes how it looks.
Update:
- Added Support for UE 5.0
- Added 2 New Kernels; Film Halation and Festive
- Tweaked the falloff of some kernels to be more usable at dim light situations
使用直接在虚幻引擎中内置的卷积Bloom内核系统,创建外观精美的Bloom/Glare效果。 现在,您可以通过卷积和FFT使用真实计算的bloom,而不是镜头光晕纹理作为自发光平面。
展览短片: https://youtu.be/r2kS1CxUBm8
如何使用的快速提示:
在PPV中将布隆类型设置为卷积,从这一点开始,所有标准布隆设置都过时了。
- 从”卷积尺度”设置为0.5开始。 这个包包括内核的大小是默认大小的两倍,这样如果你愿意,你也可以增加大小。 玩规模以获得您想要的外观非常有用。
- “卷积中心”>每个bloom都完美地设置在中心,你根本不需要调整这个。
- 卷积Boost Min,Max和乘法器是使用bloom内核的关键。 如果您将乘数设置为1,则在进入绽放之前,它不会提高任何像素的强度。 因此,屏幕上的每个像素都相对于它们的亮度进行了提升。 通常最好使用另外两个,而不是改变卷积Bloom Max值。 所以作为一个一般的例子,卷积Boost Min从0.2到2看起来不错,但它高度依赖于场景和照明。 它与Boost Multiplier相同,通常可以设置在2到60左右。 也可以将该值设置为低于1,这在那种情况下会降低所选像素的亮度等级的强度。 (有点类似于高亮压缩)
如果你想在任何表面上有一个受控的奇异点布隆高光,你可以放一个非常小的球体(即0.02大小)与发射纹理。
绽放特征高度依赖于您的场景照明,每个绽放都是为不同的场景设计的。 由于它是基于像素的效果,屏幕大小也会改变它的外观。
更新资料:
- 增加了对UE5.0的支持
- 增加了2个新的内核;电影停止和节日
- 调整了一些内核的衰减,以便在昏暗的光线下更有用

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