Created
February 6, 2018 18:29
-
-
Save ArturoNereu/46f1f8f29948df6751ce639cfe7a357b to your computer and use it in GitHub Desktop.
Steps on how to demo the Neon Project.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
NEON DEMO - How To | |
Neon Demo.Unity | |
- Talk about the Timelines. | |
- Turn On and Off the Post Processing Volumes - Maybe turno each effect off and start turning them on and explaining them. | |
- Turn On and Off the Scene Ligthing | |
- Mention roughly, how the scene was constructed | |
* Buoy. | |
* Skybox. | |
* Buildings. | |
* Ship used as ceiling. | |
- Turn On Atmospheric Scattering - Camera | |
- Turn On Volumetric Fog - Camera | |
- Explain the DOF property animated in the Animations timeline. | |
Cinemachine Demo.Unity | |
- Activate the "Timeline Conversation" | |
- Activate "Timeline Cinematics" | |
* On the Camera tracks, talk about the different cameras and the fact that each one has it's own PPS profile. | |
* Mention that the DOF has a dynamic property under Extensions that makes the focus point to follow the current CM target. | |
- Unmute and talk about the tracks on the "Moody" group. | |
- Mute the Camera and Audio Track on the "Moody" group. | |
- Select the "Dark Energetic" group. Unmute it's tracks and talk about their behavior. | |
- Select the "Master Control" Timeline. Conversations and Cinematics timelines should be activated. Talk about the Timeline that manages other timelines. | |
PPDv2 Demo.unity | |
- Is the same demo scene, but without any post processing. | |
- Select Main Camera | |
* Turn On Atmospheric Scattering | |
* Turn On Volumetric Fog | |
- While the camera is selected, add The Post Process Layer to it. | |
- Select the PPL layer to "Post Processing" | |
- Set Antialiasing to FXAA | |
- On PPS Volumes | |
* Select Global and add PPVolume component. With the IsGlobal checked. | |
* Create a new profile name it Global. Set the GO to the "Post Processing" layer | |
* Add BLOOM: | |
- Intensity and Threshold to 1. | |
* Add Ambient Occlusion | |
- Activate the mode and leave it as "Scalable Ambient Occlusion". | |
- Activate intensity: 1.55 | |
- Activate Radius: 0.51 | |
- Activate Quality: High | |
* Add Auto Exposure | |
- Activate Minimum EV: -3.2 | |
- Activate Maximum EV: 4 | |
- Activate Key Value: .15 | |
* Add Chromatic Aberration | |
- Activate Intensity: .145 | |
* Add Color Grading | |
- Activate Tonemapping/Mode and set to ACES | |
- On White Balance... | |
- Activate Temperature: -7 | |
- On Tone... | |
- Activate post exposure EV: 0.8 | |
- Activate Contrast: 13 | |
- Activate Track Filters: play around with values and explain. | |
* Add Vignette | |
-Intensity: .42 | |
- Smoothness: .258 | |
* Add Grain | |
- Colored: checked | |
- Intensity: .001 | |
* Add DOF// | |
* ADD Da Rain FX (Custom) | |
* // Back to the DOF: Select the DOF object on the PPS Volumes GO and Add a PostProcessingVolume component. | |
* Set IsGlobal to true | |
* Set priority of 1 | |
* Create a new PPS Profile and just add the DOF effect to the stack. | |
* Override only the focal distance to 1.76 so, just the car is in focus | |
* Drag DOF object into the Track that handles the DOF wheight change in the "Animations" Timeline | |
- Select the SearchLight>SearchLightBody>Cone Collider Object. | |
- Add a post processing volume to it. | |
- Set its Priority to 2. | |
- Create a new profile. | |
- Add Color Grading | |
- Activate Tone: | |
* Activate Post-exposure EV, set to 2. | |
* Activate Saturation: -11 | |
- Add Bloom: | |
*Threshold to .4 | |
* On Dirtiness... | |
* Add texture: LensDirt00 | |
* Intensity: 100 | |
* Set Blend Distance to .7 to avoid the sudden jump on of the dirt effect. | |
Research: | |
Volumetric Rendering/Lighting | |
FXAA | |
PPS: | |
* Bloom | |
* Ambient Occlusion (modes) | |
* Auto Exposure (minimum EV) | |
* Track Filters (Lift, Gamma, Gain) |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment