I am looking to create a blueprint or post processing effect that acts based on the exposure in the scene.
For this i need the exposure value. I want to create more noise/desaturation when there are low light levels, just like with human vision.
However i cant seem to call the current exposure value.
I can read out this value when i Visualise HDR in the viewport, like here:
in editor : show / visualize / hdr (as you know) and in post process volume : auto exposure.
Not sure if there is a way to have real time info in blueprint.
I tried in level blueprint : reference to post process volume / get settings / break settings, so it can be changed but not found a way to have value yet.
Edit : if you have no replies tomorrow, i’ll move this thread to rendering section to have more chances to find a solution.
Massive bump, but I don’t think this has been discussed that much before so… do it by luminance with 0.2126, 0.7152, 0.0722 as the coefficients or use the EyeAdaptation node, which will give you the PreExposure Value from the HDR Histogram debug view. It will need to be remapped to 0-1 if you use it as a lerp alpha.
I have a thought that might work but it is an absurdly stupid approach…
You can retrieve the EyeAdaptation value from the material graph, output it to the emissive and draw it to a 1x1 render target every frame, then sample the render target in a Niagara particle emitter and export the data to Blueprint…
A smarter way to do it would be to retrieve the eye adaptation value directly from Niagara and export it to blueprint although I’m not entirely sure how to do this, I think it should be possible… That way you can avoid the nonsense of drawing/sampling a render target
I try this too but when I draw a material to a render texture the EyeAdaptation it always be equal to 1
I thought it was because the value was clamped by the texture but no
I don’t understand why Epic does not expose this value. It could be very useful for create some cool features in our games, like set the amount grain and motion blur founction of exposure to make a crealistic camera effect !