Change general background colour

My scene has no lighting, only the diffuse layer is visible and I need the background to be white instead of Unreal’s default black, can you think of any ideas?
At the moment I’m doing it with white panels but having a cellshading filter usually shows lines that shouldn’t be there.
Thanks in advance

Hey @TijerinArtStudio!

Have you tried making your own white skybox? The skybox does not need to emit any light but would give you the background you are looking for like so:

UnrealEditor_LFt0DM8Rhg

UnrealEditor_ACwppLoPEn

Here is a great non-Epic affiliated video for creating your own skybox:

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I don’t really know what I’m doing wrong, it seems that the sphere stays transparent (right sphere) and the background doesn’t change. Anyway, the idea of creating a big giant white sphere has been tried before and no matter how many polygons it has, it always gives problems with the cellshading as you can see (left sphere).

Hey @TijerinArtStudio,

That is very odd. Did you adjust the alpha on the emission for your sphere and make sure that the sphere itself is unlit and set as “is sky” in the material?

In any case, another option is to use the default bp_sky_sphere, change the Zenith color to white, untick color determined by sun position, and set cloud opacity to 0.

Hopefully the above can get you some decent results!

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Hi! thanks again for replying, I’ve tried your methods again but I still can’t change anything. The reason is probably because I have applied a cartoon postprocessing filter that eliminates the light, maybe I should allow light and make all the materials have the characteristic that they don’t interact with it?
If I let the light exist it seems that your tutorial works but trying to put the materials without light and shadow is for me an impossible mission, I don’t understand why.

Best regards and thanks again

Hey @TijerinArtStudio

I’m unsure why you would want to use a user interface material on a model. When it comes to making materials that are not affected by light or shadow generally you want unlit materials and for the model itself not to cast any shadows. I actually removed the lights in my scene in my most recent example, though all the models you create will be in pitch black darkness as the background does not provide ambient light to the models at all with no light source.

Would you mind going over your process so we can see what may be going wrong? Why specific material choices, how you created the materials for your skylight, models, etc., what toon effect you are using? If we had a better grasp of what you are trying to do, we may have an alternative method that could work for you.

Any additional specifics or information could go a long way in solving your problem.

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Thank you very much for the time you are taking to help me.
It seems that the focus of the problem is postprocessing that I have created for the project, I did it (although removing the lights and shadows completely) using the official tutorial “Unreal Engine the power of the post processor”:

These are the 2 materials that are in play:
Line:


Color:

As for the textures in “user interface” mode, I’m very new to Unreal so I might be wrong, but I read somewhere that it was another possibility to make everything look without light and shadow, i.e. as if you only see the diffuse channel. Is there any other way?


Finally, if all this gives too many problems, I can give up and remove the effect leaving all the textures as “emissive” instead.
Best regards and thanks in advance.

Hey @TijerinArtStudio

I see this may need a different approach. Instead of rewriting your entire post process material or editing your current materials drastically since you have the look you want, it may be a better ideal just to exclude the undesired materials from the post processing using stencils like so:

Here is a great non-Epic affiliated example of how to apply a stencil so that your post processing volume only works on what you want it to:

This may work with your original sphere you created. I hope the above helps get you closer to the solution you are looking for!

Hello!,
I’m sorry but I don’t know how this can help me, the result you show is what I already have (with the black background). And if what you imply is that I can remove the lines of the sphere that makes the background generated by the “outlines” material, I can’t do it, I’ve already tried; not only the lines of the sphere are removed, also the lines of the border of the characters are lost.

Anyway I have tried to create the material and it gives me an error that I don’t know where it comes from, but I don’t think that solving it will fix the situation.

Anyway, thank you very much for helping me with your messages, even if I don’t get exactly what I want, all this helps me to learn more about Unreal 5.

Hey @TijerinArtStudio!

This is just a very simple result with no background in the scene, showing the the fact that the table is excluded from the post process material by using the method explained in the video above.

What error are you receiving? Did you follow the steps in the video or are you trying to apply this to a regular material instead of your post process volume?

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Hi again, I redid everything again and it turned out to be the colour!!!
Now I understand why you wanted to exclude the sphere material and IT WORKED PERFECTLY!!!

Thank you very much, because I am a beginner I was lost in the line of thought you were showing me, now I see that it was obvious.

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