No prob, the majority of the effect came from this plugin: www.artstation.com/marketplace/p/vDgOO/ultimate-vhs-shader-for-unreal-engine . I did a lot of tweaking to it but this one gives you a great start and has one of the best chromatic aberrations I've seen.
how did you achieve this type of realism? i saw the artstation shader but how did you modify its settings? i am also making one of these games, and i am trying to figure out how to add the camcorder and its functions into my game.
It's been a while and I can't remember all the tweaks I made to it. Scrapped the UI they had and built my own so that I could have the text on the camera update in real-time. I made a lot of little tweaks to their post-proc material, mostly to change how the noise looked and behaved and also the colour LUT, I just made my own that was more desaturated and had a bit of a split tone with darks leaning towards purple and lights towards green. The camera shader is really great out of the box tho and will get you most of the way there, the rest is just tweaking for taste. A lot of the realism comes from using photoscanned assets, having the light offset to the top-right of the camera (where it would normally be mounted on this type of camera) and if you add some realistic sway and bob.
@@katanalevygames im sorry im asking so many questions, but you were the only indie developer that could replicate the type of realism in video games like "don't scream"
@@jingxili429 I don't have the project files for this one anymore as it was just an experiment. I stopped working on it last year so I won't be able to do any kind of behind the scenes for you. If you are asking about how the UI updates in realtime, that's just like building any other UI, look up tutorials for UMG in Unreal. I've not heard of Don't Scream but there are plenty of other indie devs producing outstanding work in UE5. Best way is not to think of it as one big problem of "looking real" but instead break it down to smaller tasks and then iterate and improve on each one until you get the look you want.
@@VasiliRodriguez That's using a premade texture for the polaroid background, which is getting combined with a render target that captures the screen. The result of that material is then put back onto the render target and then saved to disk. It's a bit hacky since the render target was coming out blurry in the first capture after launching the game so I do the capture twice at each step. The material for the poloroid setup is here (post process material type): dev.epicgames.com/community/snippets/dYR/unreal-engine-photo-polaroid-rt-material And the Blueprint steps to do the render target capture, combine and save is here: dev.epicgames.com/community/snippets/eNK/unreal-engine-photo-render-target-save-to-disk
would love to know how you did the VHS overlay and effect
No prob, the majority of the effect came from this plugin: www.artstation.com/marketplace/p/vDgOO/ultimate-vhs-shader-for-unreal-engine . I did a lot of tweaking to it but this one gives you a great start and has one of the best chromatic aberrations I've seen.
how did you achieve this type of realism? i saw the artstation shader but how did you modify its settings? i am also making one of these games, and i am trying to figure out how to add the camcorder and its functions into my game.
It's been a while and I can't remember all the tweaks I made to it. Scrapped the UI they had and built my own so that I could have the text on the camera update in real-time. I made a lot of little tweaks to their post-proc material, mostly to change how the noise looked and behaved and also the colour LUT, I just made my own that was more desaturated and had a bit of a split tone with darks leaning towards purple and lights towards green. The camera shader is really great out of the box tho and will get you most of the way there, the rest is just tweaking for taste.
A lot of the realism comes from using photoscanned assets, having the light offset to the top-right of the camera (where it would normally be mounted on this type of camera) and if you add some realistic sway and bob.
@@katanalevygames thanks man, imma subscribe, can you post a video on the behind the scenes?
@@katanalevygames also, how did u make it update in real time?
@@katanalevygames im sorry im asking so many questions, but you were the only indie developer that could replicate the type of realism in video games like "don't scream"
@@jingxili429 I don't have the project files for this one anymore as it was just an experiment. I stopped working on it last year so I won't be able to do any kind of behind the scenes for you. If you are asking about how the UI updates in realtime, that's just like building any other UI, look up tutorials for UMG in Unreal. I've not heard of Don't Scream but there are plenty of other indie devs producing outstanding work in UE5. Best way is not to think of it as one big problem of "looking real" but instead break it down to smaller tasks and then iterate and improve on each one until you get the look you want.
please tutorial
On what part? How to make the ghosts appear only in the photos or the VHS post processing?
@@katanalevygames I would love to know how to managed to get the screenshoted photos in a poloroid format
@@VasiliRodriguez That's using a premade texture for the polaroid background, which is getting combined with a render target that captures the screen. The result of that material is then put back onto the render target and then saved to disk. It's a bit hacky since the render target was coming out blurry in the first capture after launching the game so I do the capture twice at each step.
The material for the poloroid setup is here (post process material type):
dev.epicgames.com/community/snippets/dYR/unreal-engine-photo-polaroid-rt-material
And the Blueprint steps to do the render target capture, combine and save is here:
dev.epicgames.com/community/snippets/eNK/unreal-engine-photo-render-target-save-to-disk