How to eliminate the darker problem on splicing edge when scene capture cube capture on final color?

I use a scene capture cube to capture the thirdperson map scene to a cube render target, since I have do some post processing effect, I have to use “final color” for capture source setting of capturecomponentcube.
But I found that the texture captured have a problem showing like the following:


I have no idea why there is darker in the splicing edge between surfaces. I have tried all the 3 “final color” choices listed in capture source setting.
Help!

Looks like you may be capturing vignetting or screen space effects…

No idea how to eliminate it. But maybe it give you some possibilities…

Probably not…I’ve even tried to delete the “post processing volume” from the scene and nothing changed.
The captured target shows like the above image once set the capture source to “Final Color (LDR) in RGB” or “Final Color (HDR) in linear sRGB gamut” or “Final Color (with tone curve) in linear sRGB gamut”…

I’m trying to synthesize fisheye images from panoramas captured by SceneCaptureCube. After I solved the seams issues in Scene Capture Cube has seams in it? - #4 by CiaoTan, I came across this “blurred dark edges” problem, too.

Fortunately, the hint of @MostHost_LA is right. After I set the vignetting intensity to 0, the blurred dark edges disappeared.

So, Jason, instead of deleting the PostProcessVolume, you may try to enable it but set its vignette intensity to 0 (I wonder if Unreal Engine just set vignette intensity to a non-zero default value if you just delete it).