 Okay, in this step we're going to do some final tweaking to the overall image by using a post-processing volume. And these are absolutely brilliant. It will allow us to do so much to the image when I'm going to use most of the features. We're just going to add a few and I'll let you experiment with the rest. But the way we do that is still in visual effects like we were in the previous step. We're going to go to post-process volume and we're just going to drag one of those in. Okay, so by default they're bound within this box that you can see. And if you want it to just happen in a certain area, then you make the box that size. So let's say you want the screen to have a blue tinge when you walk through some water, you would have a box that size. But for what we're doing, we want it to happen everywhere. So we actually want this to be unbound. So what I'm going to do is just kind of turn a few things up and scroll down and somewhere near the bottom. There you go, there's an unbound option. So then we don't have to worry about the size, it'll just happen everywhere. So that's kind of step one. And then we can start changing what we want to change. So I'm going to start with color grading. And I'm just going to come under global and there's a few things that I want to look at. The first one is saturation at the moment. It's a little bit too colorful for my taste. So I want to just rain that in a bit. So if you just go to this W option, which is kind of it does all three of these options at once. And we just bring it down. So you could go all the way down to black and white, which is all right. But it's not what I want. I'm going to go for something like 0.8, I think. So I'm going to take some color out. And if you want to see like kind of before and after what you've done, you can just toggle this box here. So you can say, I've not taken loads of color out, but a bit. Let's go actually 0.85. Okay, so I've done that. Then what I want to do is up the contrast a touch. And I'm just going to do this by eye until I think it looks cool. Yep. So I've gone for about 1.32 there. And I'm going to leave everything else alone there. I'm happy with that. There's other things that you could do. So you see there's loads there that I can change. But I'm going to go past all that. The next thing I want to look at is under lens, these image effects. So there's loads that you can do here. So if we do this chromatic aberration, if you do that effect there, it's used in games loads. I don't want it for what we're doing now, but I thought I'd point it out. It's a nice one. The one I actually want is this vignette intensity. I want a vignette on there. So when you turn it on at 0.4, you don't really notice the lab. When you turn it up, it just kind of darkens the edges of your screen, which I'm a big fan of that effect. So again, I don't want to overdo it. I just want it to be fairly subtle, but I want that to be in there. You can as well if you want to add another layer of bloom. This is something Unreal Engine is known for. It loves its bloom. So by default, you're at 0.675, but you might just want to up that ever so slightly. So you can overdo it, which you want to be careful about. I'm just going to up that to about one, I think. And again, you can toggle that on and off and you'll see that it just has a little effect, not too much. Okay, the next thing I am a sucker for being a fan of people like JJ Abrams, I like a bit of lens flare. So we're going to turn the intensity on and there you go. You can see we've got a lens flare anywhere where you see light. So that for me is too strong. So I'm just going to knock the intensity down. I only want to just be able to see it really. So let's have a look at that now. Yeah, that's pretty nice. I also want to turn up the bokeh size. So that just makes the size of these light lens blurs a little bit bigger. So there, it's only just there now. You can only just see it. Let's see what it looks like when we look at the sun. Yeah, that's kind of nice. So we've got some lens flare going on, beautiful. And then the final thing that I really want to go for is some depth of field, which is where things that are kind of a bit further in the background can be out of focus, which I like the look of. It doesn't get a lot of use in games because it's weird, because your eyes tend to focus on whatever you need to see. But for what we're doing, which is kind of just getting our heads around the visual side of the engine, we're going to have a little play with it. So tick the box for method. And I'm going to go with the Gaussian depth of field, which I quite like. And straight away, you can see it starts doing something. And then what I want to do is change the focal distance, I believe. And I want to just sort of get the cabin in focus roughly. I'm going to change that in a second. I'm going to go for focal region. So that's the how big of an area will be in focus. And we're just going to up that so that more of the level is in focus like that. And then I'm going to change the near transition. I'm just going to turn that all the way up because I don't want the near field to be out of focus at all. So that's good. And then what I'm going to change is the far blur size and just bring that down so that I'm not overdoing it. Again, subtlety is the key. So I still want to get the effect of the trees being there. So let's go for 0.1 and see what that gives. Yeah, so that's only just ever so slightly blurred, but I like that. So you can go as high as you want with that and go every effect that you prefer. But I don't want that little one. I don't want to overdo it. So that will do it for post-processing for now. Again, you can by all means have a mess around with this. Try out all the different post-processing options and get something that looks really cool. But for now, I'm going to leave it there. Again, I'm just going to have a little play test, a little run around. So maybe, maybe I've overdone it on the bloom. Everything looks a little bit too much like a dream. But compared to where we were just a few steps ago, everything's just starting to look a little bit more polished and refined. So this makes me much happier. Okay, in the next step, we're going to bring in a couple of particle effects, pre-made particle effects. Just to add some smoke to the chimney and some fire. And then we'll be pretty close to finished, I think. Thanks for watching. If you really want to take your learning further than I can cover in this series, then I highly recommend checking out Plural Sight. They have loads of really detailed video courses covering game art and game development using Unreal Engine 4. When I learned how to use Unreal a couple of years ago, this is where I went, and I log in regularly to take a new course and improve my skills. I recommend checking out the introduction to Unreal Engine 4 course by Joshua Kinney. This is really good and offers a good overview of what you can do in Unreal. You can get a free 10-day trial by using my link in the video description, and you get full access to all of their courses for that time. At the end of your 10 days, you can either subscribe for more or cancel, totally up to you. It's got to be worth a free trial though, right? I'd like to say a massive thank you to my patrons. Your support helps me to keep making videos like this one, and I really appreciate each and every one of you. It really blows my mind that people will support my channel and my work by pledging their money through Patreon. So again, thank you all so, so much. 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