You can now spice up games with small particle effects, and enhance the whole scene by applying post-processor filters. Specifically, you learned:
How to configure particle emitters to look like smoke, fire, or sparks
How to combine particle emitters to create complex effects, such as explosions
How to make a scene cast shadows in the light and glow in the dark
How to add focal depth to a wide scene
How to turn any 3D scene into a cartoon
Other very common scenarios for post-processor filters include environmental effects such as waving fog, glittering water, and scattered sunlight. These effects are somewhat specialized (not every 3D game needs them), so they get a chapter of their own. To stay with the "nature" theme (and to give your sunlight something to shine upon) the following chapter covers terrains and skies. Come on, let's take a hike!