Post Process Blend Radius does not work with Exposure Compensation Curves

We’ve been using Post Process Volumes with Exposure Compensation Curves as a part of our lighting workflows. We have noticed that the Post Process Blend Radius does not work with the Exposure Compensation Curves, and thus creates a popping effect when moving between the bounds of one volume and another.

Please can you recommend the best solution for this problem, and/or the appropriate workflow recommendations with Exposure Compensation Curves?

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Hi,

unfortunately this is currently a limitation and a known issue, please see:

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https://issues.unrealengine.com/issue/UE-218857

One potential way to work around this, is to use a single Exposure Compensation Curve on an unbounded global PostProcessVolume and use a player position tracking based mechanism to smoothly adjust the Exposure Compensation value. This can be implemented with trigger zones or an Blueprint actor following the player’s position and calculating its distance to several “target” actors to smoothly interpolate the Exposure Compensation value (with a FInterp To node).

Hopefully that helps. Let me know if you have more questions.

Regards,

Sam

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Hey Sam, based on your suggested workaround would it not be possible to just set the exposure compensation value on local post process volumes and rely on the built in blending? Since the base exposure compensation value does blend correctly and it’s only the curve that does not. Is there a piece of the puzzle I’m missing that would require the player tracking aspec?

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Hi,

Yes, that should work, apologies if that wasn’t clear from my answer. The “trigger zones” I mentioned could just as well be different post process volumes each with a different exposure compensation value. I added the player tracking with target actors workaround in case you want to have just one single post process volume, as that could provide a mechanism to interpolate the exposure compensation between different locations inside the volume.

Regards,

Sam

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