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