Camera Looks

Stylised looks for any camera, one slider each.

One-click stylised looks for Unreal Engine 5 cameras: painterly, watercolour, anime, toon, comic, pencil, ink lines, pixel art, film, retro VHS and underwater. Mix them with a slider per look.

Supported engine versions: 5.6, 5.7 and 5.8, on Windows (Win64).

A level shown in several Camera Looks styles side by side

Installation

  1. Close Unreal Engine.
  2. Copy the CameraLooks folder into your project's Plugins folder (create Plugins next to your .uproject if needed).
  3. Open the project. A Looks button appears in the main toolbar.

How to use it

  1. Select one or more cameras (Cine Camera Actors) to style them, or select nothing to style the whole level.
  2. Click Looks and move the slider of each look (0 to 100 %). Looks can be combined, for example 30 % Film over 80 % Watercolour.
  3. Each camera keeps its own mix (instances in /Game/CameraLooks/<level>/<camera>). For the level, the plugin creates its own post process volume CameraLooks_PostProcess in the CameraLooks folder.

The looks work the same in the editor viewport, when piloting a camera (letterboxed or not) and in Movie Render Queue.

The Looks window in the Unreal Engine editor, with one slider per look
The Looks window: one slider per look, combined freely.

The looks

LookWhat it doesSettings in the material instance
Painterly (Kuwahara)Flat brush strokes that keep edges sharpRadius, Saturation
WatercolourWashed colours, darker pigment at the edges, paper grainRadius, LineWidth, LineFade
AnimePainterly colours, soft ink lines, warm saturated gradeRadius, Saturation, Lines, LineWidth, LineFade
ToonLight in a few flat bands, outlinesBands, LineWidth, LineFade
Comic halftonePrinted dots in the shadows, bold outlinesCell, LineWidth, LineFade
Pencil sketchGraphite strokes and hatching on paperSpacing, LineWidth, LineFade
UnderwaterPhysically based water: per-channel absorption (red lost first, pure water coefficients from Pope & Fry 1997), daylight filtered by the depth under the surface, blue-green backscatter with distance, lens distortion, waves, radial blur with chromatic aberration, caustics and light shaftsDepth (m under the surface), Turbidity (1 = clear, higher = murky), Wobble, Lens, Blur, Caustics, Rays
Pixel artBig pixels, reduced palettePixelSize, Levels
Ink linesDark outlines on silhouettes and creasesLineWidth, Darkness, LineFade
FilmGrain, vignette, red halation around highlightsGrain, Vignette, Halation
Retro VHSColour bleeding, scanlines, tape noiseBleed, Noise

Support

XR Forges

Support: fabien.xrforges@gmail.com

Have a world to build?

Based in Belgium. Available for advertising, film, VR and live projects worldwide, and for Unreal Engine training.