Hi,
Working on some Post Process materials, I noticed that LDR renders are much lower quality than HDR when you use a Render Target assigned to a scenecapture actor.
Here is an example: i assigned this simple post process material to a post process volume.
So, 2 renders of the same scene: on the left, the player camera, on the right, the scenecapture component attached to this camera.
With the scenecapture set to HDR, i get this:
e.g. absolutely no difference between the 2 renders. Neat!
and when I set it to LDR with postprocess, i get this:
which is obviously weird compared to the first.
In version 4.8 you can tweak new parameters, like gamma, gain, offset, temperature, which I did here because contrast and colours are initially awful.
But the image remains grainy, strongly compressed. Almost GIF quality!
For the moment, I used LDR renders, as I was blurring them, so the loss of quality wasn’t a big problem. Visually, it was acceptable. But now I need a better quality.
I could use HDR but in this case, I loose the possibility to use postprocess settings of the scenecapture actor to tweak my render.
Ideally, I would need something like a “HDR with postprocess” feature.
So my questions are:
- Why LDR renders are so weird compared to HDR? Is it because of compression?
- Is there really no way to improve them significantly, remove the grain?
- Ideally, is there a way to have HDR with postprocess as a render for scenecapture actors?
Thanks.