Monday, 9 May 2011

How to make the enviroment effect

How to make the environment effect

Open the environment model
Make sure each object with the circuit board pattern has their G-buffer set to 1. To do this right click on each object and select object properties. On object properties change the G-buffer to 1.     
Go onto the rendering tab and select video post. On video post select add image filter event and select lens effect glow. Now it should appear under queue.   














Now double click onto lens effect glow and select setup. On properties select object ID and set it to 1 this is in relation to the G-buffer also being 1 so it knows what object to brighten. Go onto preference and set the intensity to 100, then set the size to 2.  
After this click on update to see the glow effect, you will notice the beam no longer glows.

In order to fix the beam glow. All you have to do is change the G-buffer to another number for example 2, and also set the object ID in the material editor to the same number as the G-buffer. When you have done this go back onto video post and update the scene, the end product should look like this.

lighting and placing camera on your enviroment

Lighting and placing cameras on your environment
Lighting
This picture is only a low detail model to show you how to light and place cameras in your model. First I am going to tell you about lights. We use lights so the person playing on the level can see what they are doing; also lights are used to create shadow effects.   


This is an example of target lighting. To achieve this you click onto the photometric option and place a target light and direct it where you want the light to go. This can be used to represent the sun by making it shine through a window for example. However, this is not necessary for this environment as there are no windows.     


Target spot light will cast light around a certain area like a spot light. In order to do this you click onto standard light and select target spot. After this, place it onto the environment then raise it above and expand the light until it covers the parts of the model that you require to be lit.   
The amount of target spot lights I have placed on the model are far too many and are also too bright, this is a waste of memory because only one is required.   
Create one target spot and place it above the model so it covers the whole model. Note, this won’t stop the light being too bright. 


To fix the light problem, select the target light and click onto modify. On modify you can effect the hot spot so the light focuses more on one area. We will not need to do this for this type of model.

For this model turn down the multiplier so the brightness dims. Continue rendering the model as you do this until it looks like the image below. 
This is the end of lighting section.


Cameras
Open your environment

 











By clicking the camera tab you can place a target camera in the same way as target lights, you can use many of these to make cuts in the animation. However it is not required for what I am going to do.


I am going to make the camera follow a certain path by creating a line. Click on the create tab and select shapes. On shapes select line. Note, make sure that the initial type and the drag type are both on smooth so the camera movement is smooth. Move the line around objects in the environment by left clicking, when you have finished right click to escape it. A hint for placing the line around your environment is to do it on top view.      


 Select the line you have made and press F12. A menu will come up, on the X axis in outer world, set it to 1.7
Create a camera, and click on free.  
After clicking on animation and select constrains and select path constrains. This will make the camera follow the line.

Click on viewpoint and select the camera as your view point. By doing this you will see your environment through the camera path you have created.