I’m developing a game based off of terrain and oversized buildings/tree’s etc (which is the type of style everything is built in) and was playing around with lighting settings. I got confused however between color correction and bloom and noticed they had similar but slightly different effects. I can’t quite tell so I was wondering what the defining difference between each was, and when to properly use each one.
Excuse the bland build I’m using, but for example, using the color correction vs bloom features, what would be done in this example to make the atmosphere feel more immersive?
Bloom and color correction are two completely seperate things. Bloom is a type of light glow, where light reflects off of surfaces (beams of light coming through a hole, for example.) Color correction is changing the balance of RGB, so its generally used to change the ambient lighting. Hope this helps!
So color correction would be used for changing the lighting itself, bloom would be for changing how the lighting affects the part(s) surfaces reflection?
As someone already stated, they are completely different. As to make it feel more immersive, adding particles such as fireflies, leaves, or something like that would add onto it. As well as changing the terrain colors, water colors, etc. Sun rays also look amazing.
Where do you usually find particles to use? Either free or (even preferably) online to upload? And how would you see sun rays? What property would I use to increase the strength of it?
Look at a single part you make, and increase the brightness. Then add bloom and try changing the property. When I did so I noticed a glow almost (light reflection) from the part.
You can see the effects of bloom very visibly on objects that have their material set to Neon as shown in the image below:
(Note that BloomEffect will not only affect neon parts, but the skybox and other parts, especially when the BloomEffect’s properties are set to be very prominent.)