PostProcess - DivineDragonFanClub/Lythos GitHub Wiki
This page will cover the PostProcessing side of Engage maps and the unique functions they serve.
[!IMPORTANT] You can do this!
Start with a PostProcessSet empty. You don't need much inside it, just a PostProcess_Bmap and a PostProcess_Combat. Put all of them on the PostProcessing Layer.
PostProcess's main purpose is an additional color correction over the entirety of the camera's view, but it also serves a few other functions outside of the visual side of things.
First, we'll cover the PostProcessSet's script component. There's only one, the Post Process Manager. This script has an interesting function: it controls the zoom in change parameters. You could technically set it up to be different per-map, if you wanted.
If you want to copy the values from your dumped map easily, though, you can click the little gear at the bottom of the graph for a parameter and add it as a preset. It should then appear to add to your custom scene.
Once that is done, you can move on to the specific _bmap and _combat parts.
Both the bmap and combat postprocess are basically set up the same. Add your volume script component, and then add the PPP_xyz which should have been included in your map dump. if not, or if you didn't dump one earlier, you can dump one now and use a random PPP_xyz file, it doesn't really matter. You may have to change values more, though. Volume controls the entirety of postprocess, so you'll be tweaking the dropdowns. They work together in tandem to create a combined result.
Add the overrides that match your dumped map by clicking Add Override at the bottom of the script component.
[!NOTE] Bloom can be kind of weird, and add really bright flashes when switching from bmap to combat sometimes. If this occurs, and you can't solve it, it's fairly safe to turn it off. It's not a huge influence on visuals in the bigger picture.
Below are some of the more commonly used overrides.
[!IMPORTANT] With a lot of these values, a little can go a long way. Fortunately, the scene view will update in real time for your colors, allowing you to preview how it would look without having to export the map over and over.
White Balance
Does what it says on the tin, balances the color values some. Temperature affects the warmth of the scene.
A lower temperature adds more blue, a higher temperature adds more red (orange?)
Color Adjustments
Another self-explanatory override. Post Exposure increases the intensity of the colors. Contrast operates similarly, increasing the contrast similar to an image editing software.
Lift Gamma Gain
The real meat of the post-process coloring. Lift, gamma and gain all have influence on the final picture working together. You can play around with them (to an extensive degree!) to try and achieve the result you want.
Here are some examples of the effects with the above color choices, first with none of the options enabled:
Now with Lift enabled
Both Lift and Gamma
And lastly all three of them
As you can see, they can be very influential on the overall color balancing of your map view.
[!NOTE] Bmap and Combat postprocess values can have differences. Make sure to double check!
Once you've achieved the values you like, you're good to go, and you've covered most of the battlemap basics at long last! Export if you want to test, and then after that move to Post-Battle Exploration if you want to handle exploration, or Props if you want to breathe some life into your map.