Global Gamma correct blendable breaks AA

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.

Hi HodgieQuest -

Where do you have the Post Process Material Assigned to the relation to the Tonemapper, should be a setting in your Material?

Thank You

Eric Ketchum

oops! I had the material set to “After Tonemapping”. Once I changed it to before tonemapping I got the results I was looking for.

35928-screenshot.44.jpg

Thanks!

Sorry for the stupid question, but where can you customize this gamma?