#So the priority option doesn t matter

1 messages · Page 1 of 1 (latest)

tepid quest
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Priority with global volumes is crucially important

dawn junco
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It is?

tepid quest
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Volumes hold post processing effect overrides
When there are multiple global volumes (or overlapping local volumes) priority determines which volume's overrides will override effects from other volumes

dawn junco
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Oh okay

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I'm home in like 5 minutes so I'll see.

tepid quest
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As far as I can tell there's a considerable limitation on camera stacking on all pipelines
Every post process will act on the whole image so far on the camera stack

tepid quest
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By that I mean all cameras which are rendering on top of each other

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Your image shows the Post Process Layer component

dawn junco
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yup

tepid quest
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The "Layer" dropdown lets you select a layer which should correspond to the layer your volume component is on

dawn junco
tepid quest
dawn junco
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I have three cameras lol.

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It's not checked.

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what does default do?

tepid quest
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You should have

has PP Layer component with Layer set to layer you want to get PP from```
```PP volume gameobject (layer is important here)
has PP Volume component with PP profile and overrides```
dawn junco
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wait

tepid quest
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The "PP volume" gameobject layer and "PP layer" component layer should match

dawn junco
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what do you mean by "layer is important here"?

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oh

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so

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two volumes?

tepid quest
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I presume that's what you need

dawn junco
tepid quest
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What default?

dawn junco
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oh

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default layer?

tepid quest
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It "does" the same as any other layer
But it wastes performance and confuses you by containing everything unrelated to post processing

dawn junco
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holy shit

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you're an angel lol.

tepid quest
dawn junco
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wait so

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how do I exclude the skybox from being post processed?

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I mean specifically bloom.

tepid quest
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You can stop a camera rendering the sky with this setting

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But to exclude it from post processing you'd have to render the sky after every other camera

dawn junco
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oh

tepid quest
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That also would require you to do some extra steps to stop the sky from just painting over the whole rendered image by masking the objects that were already rendered

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Not sure about how to do that, but if you do that there's another problem, being that depth masking ignores any post processing including bloom

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So the sky would just sharply cut off any glow that should spill over

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i.e. I don't recommend it

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You'd intuitively think that rendering post processing only for some objects would be simple
but it's far from it

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I'm sure there's some custom assets on the store which let you exclude objects and materials with granularity and render just the glow after the whole image to skip this trickery, but I assume they're proprietary

dawn junco
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proprietary?

tepid quest
tardy ravine
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HEY THERE BUDDYS

tepid quest
tardy ravine
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CAN WR PLAY FORYNIRE

deft orchid
tardy ravine
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BUT I LOVE FORTNITE