Localized Post-process volume for an underwater scene

Im trying to find a way to create an underwater station where I can lookout into the surrounding water but I cant seem to find any good updated information on how to create a local post-processing volume or a similar effect to apply to the windows of the station. Currently in UE5.5 Preview because I want to try and use Megalight for this project.

This tutorial was the closest thing I could find but I wasnt able to recreate the effect

This is the setup for a lerp of a PP that you can view externally ( from outside the PP volume )

The rest really depends on the shape of your underwater station.

Thank you for the reply! Wasnt able to get that to work yesterday, but it worked today! I put it in an actor to be able to move the position around easily but is there a good way to “import” the settings from a post process volume into the mask area or do I have to create all my wanted effects in the material? Im not great at the material part of Unreal…

Can you clarify a bit?

If I place a post process volume in my level and for example change my color settings

Like this, is there then a way to apply those settings to the area affected by the local post process volume? Or do I have to create all those settings in the material editor


Here.

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Wherever you’re putting your PP ( in a blueprint? ), you can set all this there :slight_smile: