Avoiding postproc desaturation in materials

Hi guys,

If anyone saw Sin City movie - you guys certainly know, what do I mean while asking this question. I am having a partially desaturated scene, and it looks very cool, however I would like to, while needed, make certain materials show in full colors. For example, like in sin city, I would like something to be fully red. For one color it’s ok - I just made a custom blendable material, that takes things that are red and shows them red, while showing all the other things as partially desaturated. But this approach is not flexible enough for me, as ideally I would like to have ANY color avoid desaturation on scene, while needed… Is there any way to avoid scene desaturation, just like I can avoid depth buffering by simply setting a flag in the material settings?

I would assume it’s not exactly what I meant. I can plug/unplug the blendable, but this would get rid of desaturation for the whole screen. What I want is to have my desaturation on all the time, but to let certain materials on the map to avoid it. For example, I want my text render actors to always have full color.

You can use a collection parameter in the material to enable/disable the effect or you can plug/unplug the blendable via pp node inside BP i think?

Oh, my mistake. I have a vague idea as to how it should be set up but i’m not great at such material effects so i dont want to confuse you. I suggest asking this in the forums though, there are material gurus there who dont follow AnswerHub too often.

I don’t know if that can be easily achieved with post-processing, since it affects the whole screen.

I don’t know if it would be the most fast and efficient way, but I would try to have all my materials (or at least the ones that will be desaturated) with a desaturation node that could be enabled or disabled with a Lerp. And then with instances change which objects will be saturated or not in real time (in case they change). With collection parameters you could also have one parameter to change the saturation of all the saturated objects and another parameter to change all the desaturated objects, in case you need to easily adjust the difference between them in-game.

Those are some ideas I have. I don’t know if they will be useful to you or if there is a better method.

Greetings.