中EN

GTA V – Underestimated Glow (GAT #82)

Markdown2 KB 原始文件

Source: https://simonschreibt.de/gat/gta-v-underestimated-glow/ Author: Simon Schreibt. Captured 2026-10-16.

Glow options

  1. Billboard with blob texture (fake volumetric)
  2. Post-FX bloom
  3. Real volumetrics — ruled out for small lights like traffic lights in GTA V

Bloom + tonemapper

  • Bloom = blur bright parts and composite.
  • High emissive in Unreal filmic tonemapper desaturates core toward white; GTA V traffic lights keep saturated red/green.
  • Draw-call buffers show values >> 1.0 (HDR).
  • Froyok: tonemapper can prevent burn-to-white.
  • Adrian Courrèges (GTA V frame study): Uncharted 2–style operator applies R,G,B independently—pure bright red stays red, never turns white.
  • Artistic choice vs filmic realism; UE had older non-desaturating bloom vs filmic.

Billboard layer

  • With post FX disabled, residual glow remains from billboards.
  • Two billboards (not one) with detailed glare textures; rotate against each other → subtle temporal glare like particles in the eye (Eurographics Temporal Glare reference).
  • Billboards scale with viewing angle.
  • Fallback when bloom is off.

Tips from article

  • Painted-in white cores in textures for places that should burn out.
  • Sparkles: bake glow into larger particle texture for subtle fairy dust vs screaming post bloom.
  • History: Unreal 1 billboard flares; fade when partially occluded imperfectly.
  • New tech ≠ always better: NFS distant streetlamps as billboards vs Watch Dogs Legion volumetrics that fade/cull at distance.
  • UE Infiltrator Demo still used old-school billboard flares (cut into geometry).

引用这一章的笔记

输入关键词开始搜索

滚轮或双指缩放 · 拖动平移 · 双击放大 / 还原