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4.15 tonemapper - is it possible to simulate old effects?

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    #46
    Originally posted by Wilkes View Post
    You're right. I'm not sure why Epic doesn't just include the old tonemapper as an option. As far as I know, it's still possible to switch back to it, so why not just leave that possibility open?
    They will. Now that they saw how many people have problems with the new one, it would be suicide for them to remove the old one. So just switch to the old and and be happy, that's what I did
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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      #47
      At least for the time being, you can still just use r.TonemapperFilm = 0 and the following Bloom Settings:

      Click image for larger version

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      Although this won't help if they actually remove the old tonemapper; but this should at least help those people that were trying to figure out how to make the bloom better.

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        #48
        I'm also having a problem with this.

        [MENTION=471427]Inferno630[/MENTION]: I just tried your suggested settings above, and here is the result:

        Click image for larger version

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        Unfortunately, not at all the same, and far less attractive than the original.

        Would really love to know how to get back to the old look in my new project...

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          #49
          Huh. That's interesting. Because as far as I'm aware, it should be the same as the original, granted I only had a small test case, and was just aiming for close enough, but I literally just copied the bloom settings from 4.14 and swapped the tonemapper to the supposed old one.

          So there must be some other setting that they changed in 4.15 that I didn't see mentioned. Anyone have an idea of what it might be?

          Either way, I'm sorry it didn't work out, but was it at least closer? Maybe try tweaking the bloom tint values a bit more? From my very limited understanding, it seems like #1 Tint is closest to the center, so it may help to increase that a bit (and maybe decrease #6 or something)? I don't really know for sure; I was just using the information I had readily available.

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            #50
            Originally posted by Neutronux View Post
            Now it seems every emissive material is doomed to be white-ish. Emissive colors with bloom are gone. Just the bloom remains in color but the materials itself are whiten out (and way too fast).
            Humbly, someone is sure to correct me - but I will chime in for the sake of it.

            If you light the scene physically, then add a PPV to each scene/section/room/corridor/hallway/garage/balcony etc etc etc, this should not be an issue.

            Some objects that emit or radiate energy of a particular frequency that our eyes are sensitive to, will glow to different strengths if you are moving the thing you are looking at.





            It's an endless tweaking values thing, but I would rather be tweaking values in a post-production/run-time world than a pre-production/pre-run-time world. This is why I said earlier that I think pushing the color values and dynamic ranges into the 64-bit/25+stop dizzyingly heights should be the focus here, not creating nonsensical arbitrary black-magic junk.

            That is a backwards step.

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              #51
              Maybe Epic's in-house vfx artists can writer a tutorial/guide/article about how to use this new tone-mapper properly. I'm curious about their say in this matter.

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                #52
                Originally posted by localstarlight View Post
                I'm also having a problem with this.

                [MENTION=471427]Inferno630[/MENTION]: I just tried your suggested settings above, and here is the result:

                [ATTACH=CONFIG]130876[/ATTACH]

                Unfortunately, not at all the same, and far less attractive than the original.

                Would really love to know how to get back to the old look in my new project...
                Did you ever figure out how to get it to look the same as 4.14?

                Comment


                  #53
                  Originally posted by Inferno630 View Post
                  At least for the time being, you can still just use r.TonemapperFilm = 0 and the following Bloom Settings:

                  [ATTACH=CONFIG]130867[/ATTACH]

                  Although this won't help if they actually remove the old tonemapper; but this should at least help those people that were trying to figure out how to make the bloom better.
                  Thanks, btw in addition to that I also had to change "crush highlights" to 0.18 to make it look like before in my project.

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                    #54
                    I really don't understand the logic behind this change. It seems like it's just made the possibilities more limited rather than increasing the range of possibilities for what you can do. Isn't the point of an engine to be as versatile as possible so people can set it up multiple ways? Instead of focusing on what's correct or realistic, why not focus on making things as dynamic and adjustable as possible, and then the people who want perfect realism can put in the values they want to make it look physically correct. As it stands, this change doesn't seem to have added anything new, it's just removed the ability to make saturated bloom and emission colors. Could someone from Epic explain what's good about this? I honestly don't understand it at all...

                    I'm concerned because I have to use 4.15 for the bug fix where the foliage LODs wouldn't use the lightmaps.
                    Last edited by Kajenx; 03-06-2017, 03:25 AM.

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                      #55
                      Originally posted by dgrieshofer View Post
                      Thanks, btw in addition to that I also had to change "crush highlights" to 0.18 to make it look like before in my project.
                      Good catch, let us know if you find any other settings that have changed.

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                        #56
                        This video was helpful for me to understand some of the theory behind all this: https://www.youtube.com/watch?v=m9AT7H4GGrA

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                          #57
                          Originally posted by jdannenbring View Post
                          This video was helpful for me to understand some of the theory behind all this: https://www.youtube.com/watch?v=m9AT7H4GGrA
                          Ironically the problem meant to be solved by adding a filmic tonemapper to Blender in that video, the oversatured colors, did not occur in UE4. In addition, the colors produced by the filmic tonemapper seem to be incorrect. Also it doesn't solve the dynamic range issue. UE4 still whites out with too dim lights... though this can be solved in autoexposure.

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                            #58
                            Originally posted by jdannenbring View Post
                            This video was helpful for me to understand some of the theory behind all this: https://www.youtube.com/watch?v=m9AT7H4GGrA
                            As far as I noticed, the desaturation of bright colors discussed at 22:20 is the only part of the video that is relevant to the changes in 4.15.

                            Comment


                              #59
                              Originally posted by Dementiurge View Post
                              UE4 still whites out with too dim lights... though this can be solved in autoexposure.
                              Have you done testing to determine this? Genuinely curious, because I want to get a good handle on creating accurate lighting in UE4.

                              Comment


                                #60
                                Originally posted by Wilkes View Post
                                Have you done testing to determine this? Genuinely curious, because I want to get a good handle on creating accurate lighting in UE4.
                                It does not white out too dim lights. You have full control over lights and exposure. Just like in photography.

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