Sunday, 16 December 2012

udk lesson 6 water and sun lighting


Create a platform for the player so the player can walk around.
Using the builder brush cut a hole out in the geometry; make sure it is deep enough so that the player is fully submerged.
Go into the content browser and select a sky dome then go into your environment and look at the floor, right click add static mesh.
Go into the content browser and go into add actor, select lights, directional lights, dominate directional light.  Place the light in your scene and click look selected, look down at the tree from above and unclick look selected to set lighting.
Double click the light and go into light, light component and click light shafts, tick render light shaft and change the colour of the raze.
Also in light component there is a section called light component where you change the brightness to 4.
Go into world property’s and click rendering , light mass and change the environment color to make shadows more realistic.
Put your builder brush in the hole that you created before but make it slightly shorter so that it doesn’t touch the top of the hole, go over to your create volumes and press utwatervolume to create the sound effects for the water.
Click the builder brush and go into the create volumes again but this time click postprocessvolume, double click the postprocessvolume box to bring up its options and check the DOF box to activate the depth of field. (change the dof focus inner radius to 10)
Go into the content browser and add actors, fluid surface actor. Drag the plan into scene and resize the size of your hole and add a simple water texture.
Open up unreal kismet and right click, create event, player
Right click next to player and click new action, toggle, toggle hud
Click and drag the box from player to the box labelled hide on toggle.
Finally right click again and select new variable and select player, connect the bottom of the toggle to player by click and drag.






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