Strange. Can you try setting Min and Max Brightness values of Auto Exposure to 1 and see if it helps? Also, do you have LPV enabled for your light source?
Awesome job with screenshots, btw! I appreciate it.
Btw, I have turning on my LPV ,but nothing changed unfortunately…
I can’t believe this design about the tonemapping.
Because if user won’t turned off the tonemapping, user won’t achieve photoreal graphics.
That is user have to compare with biased tonemapping image with reference(especially linear images or color corrected images).
This shouldnt be happening normally, so now i’m guessing either something is broken in the scene or it’s related to your system.
About LPV, i was going to ask you to turn it off if you had it on, so you can turn it back off.
Now, what happens when you create a new project? Do you still get the same viewport - game difference? Also, are you using a Mac? There are some reports on lighting issues with Mac’s so thats another thing that comes to my mind.
I assayed this on my office PC and my private PC, however the problem has occurring both system and both is Win.
I attached other image. I have created entire new simple scene, and then I placed box and one directional light, and finally placed player start point.
Of course I could turn off all post process or some other thing including affect to view in edit mode.
But when I enter the Play mode, I have realized same tonemapping problem, and then I couldn’t fix it by full zero setting PostProcessing Volume…
That is just same situation with customized scene:(
Tonemapping is the term convert an HDR color (very bright and very dark as it happens with lighting) to an LDR color (limited by range as monitors cannot be brighter than white). Is this what you want to disable? The tonemapper curve is softly clamping off the whites and does a slight contrast enhancement.
I assume you don’t want eye adaptation. If you set min brightness and max brightness to 1 in the eye adpatation settings it will be fixed. In the editor there is a menu where this can be done as well - this is useful for editing purpose.
If you have the editor feature enabled (you can find it in the viewport menu) - you get a different behavior in game/editor.
Yes, Your presume is right.
I don’t need eye adaptation tonemapping, because I’m trying to make camera adaptation scene in UE4.
Generally, eye adaptation tonemapping is just a simulation of human eye, but I think it isn’t conclusive simulation.
So I’ve chosen to make camera simulation scene, that is camera linear image that from camera raw data.
It is similar approach with film.
I’ve gotten this simulation with cryEngine’s game mode actually by compared with camera linear, because cryEngine was easy to kill the whole post process.
In fact, tonemapping will become a noise in this situation.
I guess if I won’t remove tonemapping in UE4’s play mode, I can’t achieve well-reasoned photorealistic visual with UE4.
That is a reason why I want to preclude the tonemapping in Play mode.
We have a misunderstanding. Tonemapping is HDR->LDR, EyeAdaptation is normalizing the HDR based on content.
I explained how to disable eye adaptation. Tonemapping is still happening. Our tonemapper pass also does add noise to reduce color quantization for 8 bit, apply color grading from LUT texture and other things. All that also works together with otehr features e.g. TemporalAA which assumes a tonemapping step.
If you disable tonemapping (=linear tonemapper) you would get clamped highlights. That looks quite bad.
If you want to export some color like GBuffer properties - you don’t need to disabale the tonemapper, you can access the HDR intermediate.
You also can change PostProcessTonemap.usf.
We intend to make the postprocessing more programable - then you can do such a change in the material editor.
I should had to mentioned about “Linear Tonemapper” and HDR > LDR process,sorry for my deficient explanation.
I had assumed user turn off the tonemapping checkbox in the editor view as well as can remove the tonemapping but it is difficult to solve current maybe.
However I’m glad to hear UE4’s tonemapping will become more programable.
I look forward to seeing this feature:)
I have a scene with no lights, that looks complete dark in the viewport. Then I hit play and what I get its a grey scene. I explain more in the discussion.
Fist let me say that I’ve only been playing with these tools for a few weeks so forgive me if I come off as ignorant.
While making my way through some video tutorials for Paper 2D, the color fading I was seeing in my sprites was kind of painful. This was the first simple solution I found that actually worked. While this does feel like more of a workaround to a limitation of the tools it does work quite brilliantly. That being said, disabling tone mapping did have some adverse effects such as losing glow effects in materials.
I guess what I am trying to figure out is a) whether this is a “use at your own risk” type of solution and b) if this is still the current best approach or new options have been added to the engine over the last several months (especially for Paper 2D).