I am working on a small game and I encounter a little issue.
When my actor is selected I am using an emissive material to have a nice shiny effect on it, my goal is to have something that almost hide the actor (like a powerful source of light).
On the screenshot below you can see the effect apply with 4 colors (same intensity for each one : color multiply by 10).
As you can see the White and Green looks really good, this is exactly the effect I want on the actor. But for the Red and the Blue the render is kind of ugly and not shiny at all.
So my question is WHY? and is there any tricks or solution to have the same render with the Red or Blue?
Hey, I just saw that with the compression of the screenshot the shine effect is not really the same that on my screen. It’s a lot more shiny on my screen (only for the white and green).
Anyway thanks for your reply but I already guess that, I’m spending hours in tests to make it works. I just want a solution or a real good explanation of the problem (you’re not totally right because the green is as shiny as the white, and still 1 color only).
If someone have an idea. I heard that red and blue take emissive later than white and green but I can multiply the red by 200 it’s not changing anything it’s not glowing.
Already tried to change some stuff inside the material, I already tried to put it in unlit mode, the result is the same.
But I didn’t tried to play with the specular and roughness I will try this after work in an hour and let you know if I got some result. Thanks for your answer :-).
I assume you’ve changed viewport mode, not shading model of material?
Because I have exact same shading “issues” that you have on screenshots and they are definitely just environment fresnel reflections. With unlit mode you can’t receive any colors other than you defined manually in shader.
Ok I totally understand what you’re saying. I’m not sure we are talking about the same issue here. Look I have unlit for every 4 materials here. And you can still see a big difference between WHITE/GREEN and BLUE/RED. You can clearly see the form of the actor with those 2 colors but whit WHITE and GREEN the brightness is powerfull enough to hide the actor.
Do you think there is a way to have the same render on RED/BLUE or is this some kind of scientific stuff where Red and Blue can’t shine like that. And thanks a thousand times for your help really.
I’m not overly familiar with the bloom process, but my first though was that the bloom may be based off of the perceptual luminance of the colors. Green is weighted more heavily which would line up with your results.
This. As you can see in the wikipedia link, the human brain processes the brightness of a light almost entirely from the green value (with some red). So it is actually physically correct that a blue light with the same intensity as a green one does not look as bright.