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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Adding tone with color grading


Changing lighting isn't the only way to convey a certain mood or tone in a scene. Like many modern movies, many games also use color grading to give a certain hue to everything in a scene. For instance, in a desert scene, color grading could be used to make everything appear yellowed under the harsh sun, or a mild blue grading could make a frozen tundra seem even colder.

If you've ever used Instagram, you can think of color grading like filters; the source image goes in and is then combined with the colors of the filter to give it an overall tone. In this section, we'll apply a few different color grading effects to our scene to get an understanding of what it can do.

The basics of color grading

Color grading is a post-processing effect, which means it comes into play after your scene has been projected and rasterized. Each pixel's color value is treated like a coordinate on a 2D map of all colors. Typically this coordinate is then passed to a custom map of different...

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