We’re looking into using Unreal for some of our animations, and I’m doing testing on the rendering capabilities. Rendering EXR’s out of the Movie Render Queue and they look to be clipped and not actually capturing the information above/below the exposure. I assume they are 16bit float, since the open up in Photoshop as 32bit, which is what 16bit float EXR’s do. For example, I created an emissive texture and cranked it up so it was overexposed in the render, and with a 16bit float EXR I should be able to lower that exposure in post and still have that information. That’s not working and its clipped just like the JPG output. Please advise because we are used to having that option in post for our projects and would need it to do projects in Unreal. (Using 5.3)
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Hello? Any info?
For anyone else, I found a solution. In the MRQ, add a color output node and turn off Tone Curve.
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