4.15 tonemapper - is it possible to simulate old effects?

… So it looks like it’s not possible to achieve stylized effects like these with the new tonemapper. Which is sad, because a lot of stylized work is being done with UE, and completely cutting it off after 4.15 is somewhat a harmful move :frowning:

We could really use some kind of tonemapper switch or a separate glow-amount input (not driven by emissive) in materials, something that @Luos has suggested.
Here is how it looks from my perspective: I just can’t make my effects the same as before, to make them work properly with my stylized art style. Knowing that the old tonemapper will be removed in future versions… It puts me in a dead end. And I know that I’m not alone with that situation.

Have you tried using the post processing settings? They’re quite robust, and I could easily imagine getting those old effects by just tweaking some of the sliders. For instance, clamp down the highlights to some lower brightness, and increase the saturation and bloom. That should give you your colorful lava back.

I know what I am going to say is rather duh, but well… here goes :stuck_out_tongue:

“That might change the appearance of other content in that scene in a way thats not liked”

Makes a scene that looks a bit like drunken or with too much light. Even stuff that should not bloom casts some bloom afterwards. Sky would be terrible. Its like fighting against the tonemapper. If the new tonemapper gets standard I hope there would be a way to work with it instead to work against it.

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 :slight_smile:

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

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.

I’m also having a problem with this.

@Inferno630: I just tried your suggested settings above, and here is the result:

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…

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.

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.

http://noisydecentgraphics.typepad.com/.a/6a00d83451d49569e2013480a5c322970c-pi


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.

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.

Did you ever figure out how to get it to look the same as 4.14?

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.

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.

Good catch, let us know if you find any other settings that have changed.

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.

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.

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.