Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unreal Development Kit Beginner's Guide

You're reading from   Unreal Development Kit Beginner's Guide A fun, quick, step by step guide to level design and creating your own game world.

Arrow left icon
Product type Paperback
Published in Aug 2011
Publisher Packt
ISBN-13 9781849690522
Length 244 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Richard Moore Richard Moore
Author Profile Icon Richard Moore
Richard Moore
Arrow right icon
View More author details
Toc

Table of Contents (17) Chapters Close

Unreal Development Kit 3
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Pop Quiz Answers
1. Level Design HQ 2. Hello UDK FREE CHAPTER 3. Applying Lighting Effects 4. Battling the Elements 5. Movement with Movers 6. Terrain 7. Adding Gameplay Elements into your Map 8. Complex Event Sequences 9. Materials Index

Time for action – underwater


As things look different underwater, you want to apply different post-process settings to the area.

  1. To do so, make your red builder brush roughly the same size as your water volume and position it at the same location.

    Note

    It may help to actually make it slightly smaller or larger than the water volume, as it may be difficult selecting the volume instead, if they are both at the same location. Once you have positioned the red builder brush correctly, add a PostProcessVolume.

  2. You now have two volumes around your body of water. Select the PostProcessVolume you've just added, and open up its properties.

  3. Expand the PostProcessVolume section and configure the properties marked in the following screenshot:

  4. By enabling bEnableDOF, you enabled the depth of field, causing the water to blur your vision, which you further tweaked with DOF_FocusDistance, DOF_FocusInnerRadius, and DOF_MaxNearBlurAmount. Also, by changing Scene_Highlights X to 2.000000 and Z to 0.500000, you gave...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image