Eye Adaption Inverse not working on volumetric Materials.

Hi, I’m currently fiddling around with emissiveness in volumetric materials in a scenario that has extreme exposure differences as it uses a Directional Light with somewhat physically values.

Within that szenario I have a volumetric material that I want to add a bit of glow to. I need that glow to be consistent between daytime and nighttime lighting. Usually how I would do that is add an EyeAdaptionInverse node to the emissive part of my material.

But for some reason this node does not seem to work with volumetric materials. For any alpha values other than zero it goes full nuclear explosion.

This is my Setup:

· Directional Light at 20000 lux

· Point light for reference has 1100 lm

· The Emissive Mateirals (Cube and Sphere both use green Tint with 200 units)

· The sphere is using EyeAdaptionInverse and appears equally bright at day and night.

· The fog, however, does not. So it appears with a dim green glow at daytime and bright green glow at night.

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If I use EyeAdaptionInverse on the fog cube it looks like this.

[Image Removed] [Image Removed]The material is simple and looks like this:

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Am I doing something wrong here? Is this a rendering constraint, or is the node bugged for volumetric materials.

Any help is appreciated.

Cheers

Dominik

Using Unreal 5.4.4

Steps to Reproduce
-setup a thirdperson example or any project.

-set the directional light at 20000 lux

-set exposure compensation to allow full range.

-add a volumetric material with an emissive value of 200 and eyeadaptionInvers

-add a default material with a emissive value of 200 and eyeadaption inverse

-play around with light angle or directional exposure and see what it does

Hi,

thanks for reporting this. I started investigating, but have not been able to find out why the EyeAdaptionInverse node gives different results when it’s used in a volume material. I filed a bug report and will update this case with the link to the public issue tracker when it becomes available, so its progress can be tracked.

Sam

Thank you!

Hi,

here is the link to the issue on the public issue tracker: https://issues.unrealengine.com/issue/UE-297812

Please let me know if you have more questions.

Thanks again,

Sam