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4.15 tonemapper - is it possible to simulate old effects?

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  • replied
    Just ran into this problem also. The emissive surface turns white when you crank it up. Only the bloom light it emits retains some of the intended color. Not very useful unless all of my emissive is basically white, which they aren't. I'm using 4.24.3

    Tried the r.TonemapperFilm=0 and it fixed nothing. I'm guessing epic made good on their choice to remove the old tone mapper so now I'm screwed? If so that's awesome.
    Last edited by MaderMax; 03-16-2020, 01:36 AM.

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  • replied
    I was wondering why my emissive materials kept getting "washed out" no matter what I did. I guess there's no way even now with 4.24.3 to have an emissive color retain it's primary color instead of getting whiter/paler? I mean "r.TonemapperFilm 0" works but it also isn't exactly what I would want....(not to mention it'll eventually no longer work).
    Last edited by GlitchBob452; 02-29-2020, 02:30 AM.

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  • replied
    Originally posted by Chosker View Post
    actually nevermind, it doesnt simulate the old effects
    any color that isn't -full- red, green or blue, when multiplied by a high value for emissive, seems to be getting blown out into a whiteish version of that color

    on the other hand, unlike the first few replies, as of 4.24 a (50,0,0) pure red does not become orange anymore, and a (0,0,10) pure blue does not become pink anymore

    All colors will eventually desaturate, it just depends on the hue. Red and blue are two of the darkest hues, so it makes sense if the same emissive multiplier has a different effect on them. It's also worth pointing out that the blue to purple issue(an issue directly with ACES which the Academy is aware of) is addressed in post-process with the Color Grading > Misc > Blue Correction slider. It effectively corrects anything similar to blue, so there is a bit of bleeding with green and purple. The Expand Gamut option also improves saturation at high luminances a tiny bit as well, although that's not the direct intention.
    Last edited by rosegoldslugs; 01-23-2020, 12:03 PM.

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  • replied
    actually nevermind, it doesnt simulate the old effects
    any color that isn't -full- red, green or blue, when multiplied by a high value for emissive, seems to be getting blown out into a whiteish version of that color

    on the other hand, unlike the first few replies, as of 4.24 a (50,0,0) pure red does not become orange anymore, and a (0,0,10) pure blue does not become pink anymore
    Last edited by Chosker; 01-22-2020, 07:42 PM.

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  • replied
    Originally posted by Chosker View Post
    since there still isn't a proper workaround...
    I wonder if anyone has tried to 'replace the tonemapper' in a postprocess material



    if I place a sphere with an emissive full-red color with 100.0 value (so R=100, G=0, B=0),
    the compared results are as follows:



    Click image for larger version Name:	tonemapper.jpg Views:	1 Size:	55.8 KB ID:	1658097

    as opposed to disabling the tonemapper via the CVar, here everything else that's tonemapper-dependent (TAA, etc) still works.
    the "only" caveat is that the EyeAdaptation node seems useless and my scene becomes fully dark
    with 4.24 the EyeAdaptation node now works in postprocess materials, so the above workaround now works respecting all of the exposure settings
    however the rest of rosegoldslugs comment is still true - you lose the rest of controls for color grading

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  • replied
    That's only for maintaining constant luminance for emissives, useful for gameplay-related things that shouldn't adjust with exposure.

    There is no easy way to replace the tonemapper or achieve similar results with ACES. You could use the Post-Process Material to replace the tonemapper at the cost of no native controls for color grading or exposure. OR, you could replace/comment out a small section of the tonemapping shader and replace it with something else like Reinhard that keeps highlights saturated. The Gran Turismo tonemapper by Uchimura is a good middle ground in that highlights aren't as desaturated and you keep the "filmic" contrast. It's definitely more complicated than Reinhard, but it's straightforward to implement. Replacing the code gets more complicated if you're planning to support anything other than the standard sRGB/Rec709 display.

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  • replied
    Originally posted by ZacD View Post
    Here's a cool work around

    not.. really.

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  • replied
    Here's a cool work around

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  • replied
    I've got pink and baby blue emissives in my hack and Slash looks stupid af...I want red proper red any news on this?

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  • replied
    since there still isn't a proper workaround...
    I wonder if anyone has tried to 'replace the tonemapper' in a postprocess material



    if I place a sphere with an emissive full-red color with 100.0 value (so R=100, G=0, B=0),
    the compared results are as follows:



    Click image for larger version  Name:	tonemapper.jpg Views:	1 Size:	55.8 KB ID:	1658097

    as opposed to disabling the tonemapper via the CVar, here everything else that's tonemapper-dependent (TAA, etc) still works.
    the "only" caveat is that the EyeAdaptation node seems useless and my scene becomes fully dark

    Leave a comment:


  • replied
    Originally posted by JayRockets View Post
    not sorry for necro bumping this thread.

    How are we suppose to display unlit sprites in ue4 exactly as we have authored them now? I created my sprites with the exact color values I want and it's now impossible to display them in game with those very colors. Everything looks fine in the editor viewport. The colors are being displayed exactly right (I prntscreen and checked them and the hex values are correct). When I press play all of my colors change.

    I don't want to go back to pre 4.15 because I need map and set variables. I don't know even if I could go back anyway since 4.13 no longer works for me after MS Trojan horsed a new Win10 build on me, hence why I moved to the newer version only to find everything looks like trash now.
    Maybe the answers #4 to #6 from this thread can help you with your color problem:

    https://forums.unrealengine.com/deve...-emit-anything

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  • replied
    not sorry for necro bumping this thread.

    How are we suppose to display unlit sprites in ue4 exactly as we have authored them now? I created my sprites with the exact color values I want and it's now impossible to display them in game with those very colors. Everything looks fine in the editor viewport. The colors are being displayed exactly right (I prntscreen and checked them and the hex values are correct). When I press play all of my colors change.

    I don't want to go back to pre 4.15 because I need map and set variables. I don't know even if I could go back anyway since 4.13 no longer works for me after MS Trojan horsed a new Win10 build on me, hence why I moved to the newer version only to find everything looks like trash now.
    Last edited by JayRockets; 08-18-2019, 03:08 AM.

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  • replied
    I stumbled upon this thread for obvious reasons - wanting to retain 'core' color of the material. I'm working on recreating real life object, the NBA Basketball shot clock to be precise. Yes, my project is much more on the physically accurate side rather than the artistic side, but 'artistic' tweaks are more than welcome.

    The solution that works for me so far is going into PPV Details -> Bloom: Intensity between 2 and 3 (currently set to 2.5), Threshold left at default -1.0 and then going into Advanced tab and tweaking Size Scale.
    In order to have even more realistic result, I would probably have to make LED dots smaller and increase the Bloom Size scale to something like 10. It's at 4 (default) at the moment.

    Click image for larger version

Name:	ShotClock_test01.jpg
Views:	198
Size:	133.4 KB
ID:	1591344

    I'm going to watch the video stream posted in this thread and do more research. I would gladly go back with results and conclusions.
    Attached Files

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  • replied
    I changed the tone mapper back in the project ini, and it has totally screwed my scene up. I would back it up in case you experience my issue.

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  • replied
    I'm also trying to find an official response to this issue.

    I've been trying to make an emmisive red light, similar to what you have on cranes and tall buildings to warn planes.

    At a distance, with my own eyes and with a camera, these glow a solid red. I'm sure if I was standing right next to it, it would have a white centre, at a distance it is 100% red.

    Seems the newer emmisive does not allow for such artisitc discretion.

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