Hey Epic,
We have an issue using the material below. If we use this material to tweak object’s contrast value using CheapContrast, it looks brighter in Viewport (and also in “Play” mode which is what MRQ is supposed to be using) then it does in an MRQ render.
Would you have any suggestions to make this look the same in Viewport and in the Render?
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Hey there! When you’re seeing the differences in your MRQ renders, I’m wondering if there’s some settings in the MRQ itself that might be causing this issue. I’ve seen issues with some postprocess materials with spatial sampling, for example. This could also be related to its Blendable location (Before/After tonemapping), or potentially you’re seeing different exposure values in the editor viewport vs. your MRQ render.
Another feature worth exploring might be Color Correct Regions to achieve what you’re looking for.
Thoughts?
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Hi Matt, thanks for the ideas on this, I’ll check if Before/After tonemapping Blendable location could fix it, and color correct regions. Will report back.
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