Emissive material will be discolored...

Hi.

I’ve created a basic emissive material by setting the “Emissive Color” to a literal red [1, 0, 0] and multiplying it by a scalar parameter.

Here’s what I’m encountering:

  • With a multiplier of 1.0, the material displays a literal red color, but no bloom is present (Image 1).
  • With a multiplier of 5.0, the material unexpectedly changes to an orange hue, still without bloom (Image 2).
  • With a multiplier of 50.0, I finally get a decent bloom effect, but the light has shifted to white, losing the red entirely (Image 3).

In my project, I need to create a realistic red light as seen by the human eye, similar to what is shown in Image 4. How can I achieve this effect?

I find it hard to believe that Unreal Engine, a high-quality game engine, doesn’t support such a fundamental rendering feature. Any guidance on achieving a consistent red bloom effect would be greatly appreciated!

It’s the filmic tonemapper.