Hello everyone,
I’m working on a project in Unreal Engine 5.4 and trying to create a material for colored emissive lights, such as red taillights on a car. I’ve set the Emissive Color to (1, 0, 0)
, but this doesn’t produce the desired bloom effect – the material doesn’t look like a proper light source.
To get bloom, I’ve increased the scalar multiplier on the emissive color. However, as I increase the multiplier, the material starts to blow out to white before I reach a suitable amount of bloom (tried scalar values of 1, 10, and 100). While it looks somewhat acceptable in shaded areas, in direct sunlight the material appears washed out, and I lose the rich red color I’m aiming for.
Is there any way to maintain a strong red color on the light source itself while also achieving a good amount of bloom? Ideally, I’m trying to replicate the look seen in other games, like the train lights shown on the right in the attached reference image.
I would greatly appreciate any tips or advice on this issue. Also, I’ve included images showing how the material looks in both shaded and sunlit areas, along with screenshots from the material editor settings I’m using.
Thank you very much for your help!