Among the three mandatory light functions to be put into my level
alongside lens flares and basic flickering/pulsing lights are post-processing
volumes, these allow me to control multiple elements of the viewport such as
lighting, screen blur and more, they make use of colour lookup tables to alter
the lighting.
The main element I want to control within my post-processing volume is
the lighting, making it dimmer whilst the player is navigating the upper tier
of my level, to do this I had to make a copy of the original colour lookup
table and modify it in Photoshop as accordingly.
I started by taking a screenshot of my level in UDK and transferring it
over to Photoshop, followed by the above colour lookup table, making separate
layers and creating an alpha channel with which I could control the selection
for the lookup table.
Merging both layers of the PSD allowed me to modify the colour lookup
table and the level screenshot at the same time, letting me achieve a desired
shade and light value, taken from a perspective in my level which would be
directly affected by the post-processing volume.
Once a desirable level was achieved, the alpha channel was used to load
the colour lookup table selection and export it to its own document, this was
saved as its own table and the outcome was a much darker colour lookup table in
comparison to the table above.
This was then imported into UDK in a modpack and added to the
post-processing volume through its attributes, the lighting rebuilt accordingly
and then tested, a comparison of positions inside and outside of the post-processing
volume can be seen below.
This was designed to be a seemingly subtle change whilst impacting the
lighting a fair amount when accessing the higher tier navigational walkways.
The colour lookup table is yet subject to change, as any upcoming peer feedback
sessions will give me opinions on the lighting and post-processing effects, but
for now I am happy with my post-processing volume.
Others may also be added at some point further in development, dependent
on any level design features added or subtracted from the level.
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