Hello. Welcome to this lesson in Unreal Engine. In this lesson, we will explore additional settings when using a post-process volume in Unreal Engine. Start Unreal Engine 5. This time we will create a new project, so we can access different assets. Under the architecture we'll select collab viewer. We want start a content and ray tracing should be checked off. We'll name this project post-process. Click create. First thing we'll do is add a landscape to this scene so we could draw on trees and bushes. So go to select, landscape. We'll pick a material out. We'll look for moss, draw some sort of texture on the ground. So we'll drop this to minus 30 and Z. We don't need it this large So the section size will change to 15x15 and we'll click create. We'll go back to select mode. Take a look at our landscape. This looks fine. Next we'll paint on some foliage. Let's open the content drawer and we'll temporarily dock this so we could access folders easier. So I'm gonna click dock in layout. Now make sure it's docked under my view port. Next open the foliage editor. The two plants that we need will be a tree and some bushes. We'll navigate to all, the top most folder. In the search will type tree and we'll drag hilltree02 into the foliage type. We add a search. We also need a Bush. That's found in our starter content and there's a small bush and we'll drag that in. Now what's important before you draw is that both of the green check marks are on. We're also gonna set up the distribution and the density and the radius as we draw each one of these elements on. For the tree, we'll scroll down. We'll make the density one and radius we'll make 100. We do want some variety in the size. So we're gonna go from a minimum size of one and a maximum of three. Select the bush. This one we can make more dense so leave the density at a hundred. We'll make the radius 10 and we want the bush to be small to average size so we'll go .5 to one. Now if we shift select both our elements and we draw both will appear on a level. We wanna paint three rows with the first row on the patio 'cause we want the trees to cast shadows inside the building. So click and drag, make one row. Zoom out if you need to. And make a second row and then a third row. Go back to select mode. We're gonna create a couple of bookmarks. First we'll change our camera speed to three, so it's running a little slower. And we're gonna hold down the right mouse button and the WASD keys, kind of fly through our level. We wanna head towards the building, into the lobby. And we'll reset that bookmark to one. Now we'll go outside past the patio into the last row of trees and bushes, and we'll face the building. That should be good right about here. And we'll make that bookmark two. So we'll set bookmark two. Next let's save our level. So we're gonna save current level as. We'll need to create a maps folder. Make a new folder, call it maps. Open it up and we'll save this level as post-process. Click save. We also wanna make this the default. So once again, settings, project settings, type in default. And the editor startup and game default maps will be post-process. Close that panel. So go to volumes, post-process volume, now hit F. That puts it in the middle of our scene. I'm actually gonna move it down to our lobby. If you remember, we hold down the shift key the camera will travel with the object you're moving. Let's bring this down to the lobby and we'll hit the one key. And there's our post-process volume. I'll move it right in front of us. So the first thing we're gonna set is exposure. We wanna keep our exposure constant so it's easier to make adjustments. So we're gonna scroll down to exposure. Make sure post-process volume is selected and the min brightness and max brightness will both be set to one. Okay. If you notice in the view port nothing really changed. That's because we're not inside our post-process volume. So I'll select the volume. I'll scale it up. If I scale it big enough it'll cover our camera and you can see everything got dimmer. Now we're at a solid setting of minimum/maximum brightness for our exposure. What we want to do is have this affect everywhere without guessing how large to make the volume. So scale the volume back down. See it got brighter again. We'll go into our search. By the way make sure you filter a set to all so we can see everything. And we wanna look for infinite, INF. We want infinite extends for our post-process volume. Move this post process volume out of the way a little bit. Doesn't matter where you place it now because it's infinite. Let's add some furniture into this lobby. Open the starter content, clear out your search. We're looking for props. We'll drag in a chair. Actually we'll drag in two chairs, drag in a table, a couch, and a statue, put on top of the table. You can undock the content drawer now. Just click the X. And now I'll just take these chairs, rotate 'em and move them and we'll get the table, move over between the chairs. That's good enough. On the other side, let's take our couch move it up against the wall and that should do it. You could decorate as much as you'd like. This is just a good starting point. So search post-process in the outliner. Select a volume. We'll clear out the search in the details panel. We'll close up all our menus for now. First category will be lens and we'll look at bloom. Bloom adds to the highlights of your lighting. So you turn intensity on and we crank this up. The room gets very bright. This will make lighter areas of light coming in brighter. Maybe we'll try eight and that'll be good enough for now. You'll see this better when we start adding lens flares. Next setting is chromatic aberration. This is a lens effect where the lens acts like a prism and separates the colors in certain areas. It's a very subtle effect. If you drag it up too large, like five it's a little too drastic. We're gonna bring this back down to one. So we'll just have a little subtle hint of it. Next is a dirt mask. This does exactly what it says. It adds dirt to the lens. So you turn on your dirt mask texture and the intensity. Now we need to find a texture for it. So go inside and we'll search for dirt. If nothing comes up go your options and click on show engine content. And here we have T screen dirt I'll click and drag to maximum intensity of eight. Still not really seeing anything. So I'm gonna bring this up higher, again you could type in numbers that are larger. I'll try 100 and now I can see the dirt while clearer. 'Course you don't want this much dirt showing on your lens. You want this again to be a subtle effect so it looks like a real lens. So we'll bring this back down. We'll try 30. Next thing we'll look at will be lens flares which we spoke about before. We'll switch on the intensity. Again, I'll go to a larger number. The slider goes all the way to 16. You won't see it until you find a spot where a bright shaft OF light comes through. So if we go over bite a window, we should start seeing it. And there's the effect right there. Alright gonna hit the one key. Get back to my setting. There's our lens flare again actually right down the middle. Next effect is called vignette. Again, this is a lens based effect. Some older lenses don't let in as much light around the edges as in the middle. So around the edges will look darker. This is an extreme value of one. So it's very dark around the edges. That's a bit too much. So back this off, we'll try .25. I'll go to bookmark two. Now we're outside looking at the building. Let's rotate our camera, looking down the row of trees. Make sure your post-process is still selected, if it's not. Search, select the volume. We'll close up some of these menus. Next thing we're gonna look for, and the final one for this lesson, is depth of field. Click all three on. The focal distance is the spot we want in focus. So if nearby Bush is 30 units away, it'll be in focus and the background elements will be outta focus. So we're gonna set our focal distance to 30, depth blur to one, and it'll set radius to 200. There you can see some elements that are in focus and the background is outta focus. Feel free to experiment with the other settings. So we'll do a save all, save selected. In the next lesson, we'll explore enabling ray trace settings in Unreal Engine. Thanks for watching.