Dark colors are displayed brighter and greyer.

I’ve seen other people complain about this as well in #unrealengine irc. This picture explains it all:

http://s2.postimg.org/fe5e7n1rt/Untitled_1.jpg

Its a blueish black, and even bluer and brighter colors that are darker than that preview appear like that as well…

http://s27.postimg.org/8ixt5b79f/image.jpg

http://s10.postimg.org/g3lhn801l/image.jpg

Ive turned off every kind of post processing including tone mapping and it makes no difference. The material itself is unlit.

Hey that picture didn’t post can you please repost.

Hi ,

Unfortunately I do not entirely understand what I am looking at. What asset are you altering the color to? How do you have the MID set up? If you are adjusting the skydome (This is my assumption as the parent does read “skydom”), does your world have a skylight that could be altering the color? Any information you can provide that will allow me to reproduce this on my end would be extremely helpful in determining whether or not this is a bug and how best to go about addressing it. Thank you!

Just a color in the color picker. The bottom 2 images are the color I choose in the color picker and the one the arrow is pointing to it the preview of the color I choose in the Constant3Vector which is input into the materials Emissive Color. I also divided the color through 1 to get a 0-1 color like to have a non-glowing emissive. I also have the same issue with any color anywhere. In c++ I read the color from a curve and print it out, the color values are correctly printed out but the one that is displayed is brighter.

Could I see a screenshot of your material? As of yet the color picker and the preview seem to be working on my end. Also, what version of the editor are you currently using?

4.3. http://s3.postimg.org/x05wqiylt/Untitled_1.jpg

I’m in irc.freenode.net #unrealengine as Tingle0x5313

Does the same thing occur when you use just a flat 3 vector without dividing? Also, try adding a constant 3 vector param with the same value as the emissive to your base color. See if that alters the output.

Same thing. The only way I can get the correct color is by using a texture, that will display correctly. But the same color picked through the color picker is the wrong result as shown above.

How does the material look with the sRGB channel checkbox set to true?

Ah thats the problem, the color is displayed as sRGB even tho its not checked but I cant find a sRGB option on the material itsself to turn it off.

Hi ,

After playing around with this a bit more, I was able to reproduce this and will attach this conversation and my own findings to a bug report for assessment. Thank you and have a great day!

Wait, can’t I turn off sRGB some how?

I did a bit more research, and it turns out that the sRGB channel should be set to true, Specifically on this documentation page: Textures in Unreal Engine | Unreal Engine 5.1 Documentation it discusses the purpose behind the sRGB channel and its’ effects. As such it seems that the channel is working correctly, and the reason there is no significant difference between the constant three vectors is that this is meant specifically for textures and their gamma correction. This is not precisely true, however, if your color setting is done in c++, did you set your color in the editor or in c++ specifically?

Im setting the color in the material through a vector/color like in the screens, hence the color picker. And in the vector there is the sRGB option, but turning it off has no effect.

That’s what is intended. Because it is not being plugged into a texture, the constant 3 vector does not require gamma correction, therefore it isn’t going to have an effect. If you were plugging the three vector into a texture, it should work properly.

Ok thanks.

What is gamma correction for anyway? It just goofs up colors…

HI ,

Gamma correction is used to saturate the colors of a texture to help it look correct in lighting. It does darken the color of the material as well, however it’s primary role is to provide a rich, full look to the color within the texture. It should never be used for normal maps, as the color saturation will cause light to bounce in unintended ways.

Be sure to check your exposure settings too. That can cause all sorts of headaches when you aren’t expecting it.