Post-process messing with emissive materials

Hi,
In an empty new level, i put a simple sphere with an emissive red material glowing by multiplying color x1000.
UE5.3.2 (can’t upgrade right now)

normal result:
with Color {1 , 0.04, 0}

weird result(with or without post-process):
with Color {1 , 0, 0}


the emissive is ■■■■■■ up with pure Red color … why?
light is emitted but the surface doesn’t glow.
if i make if glow x10000, we get:

[DELETED]

what’s happening?

Anyone ever encounter any of this?
also tried to update drivers, didn’t work.

bump

I haven’t come across this before but I can try to help!

What is your material setup? Is it set to Unlit/Lit?

Does the emissive look incorrect in the Material Preview? (Not in the actual map)

sorry about the second part of the problem: it was my fault.
it was a post process Kuwahara filter still on …
well it shouldn’t do that, but it was it.
however the first part is still weird:
why does high emissive with pure color does this? is it normal? (lit or unlit)
i got same result in preview windows

Is it possible for you to share the material setup? (including material editor, preview images and material instance setup)

it i just a basic unlit material:

Hm… I have never used Substrate materials (I believe its still in experimental mode).

This is how I’ve setup the non-substrate material. Is it possible for you to try the same setup without a Substrate material setup? Just to rule out issues.

you tried with the wrong color
try with RGB{1, 0, 0}
it only appears with pure color like that for me.
and try with 10000 glow mult

edit: tried without substrate, and it does the same

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You are correct! My mistake! I get the same result with RGB(1,0,0). Though, the threshold to get it to appear the center to glow varies.

What I mean is if I set the value to RGB(1,0.0001,0), it doesn’t make the center glow.

It would need to be something like RGB(1,0.01,0) in order for that glow effect to kick-in.

I wonder if its some type of limitation of PBR. I also have no clue now, sorry!

ah!! so it’s not just me!
it might be intended … i mean that way you can have a “red glow” instead of having a red glow that turns white.

Yeah it feels intentional. I don’t understand shaders enough to know why it would be the case.

Perhaps, you can work around it for your case?

yeah i just don’t use pure color if i want lots of glows.
i wanted to know if it was normal .. or something was wrong

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