Hello,
I have a very simple scene that I need to globally gamma correct to match the colors of the incoming shaders from maya (Blinns).
In order to do so, I implimented Eric Ketchum’s solution of applying a blendable material here:
[How to change a global gamma? - Rendering - Epic Developer Community Forums][1]
This works perfectly for me, but the blendable causes Anti-Aliasing to fail. The scene flickers and jitters around all geometry edges when this effect is in use. Heres a couple screenshots of the issue:
Before
After
The color in the second image is correct. What cannot bee seen from the images above is that image #2 is shaking noticeably when the effect is on, with Temporal AA. Fxaa does not shake, but is not giving me clean enough edges with the blendable. Does anti aliasing not work with blenables?
I am looking for any solution for gamma correction. Is there another way to do it globally? Or is there a better way to get AA with the blendable? Its very important for this project that the colors in unreal match the art direction.
I am brand new to Unreal… Loving it so far! Any help is much appreciated.