SceneCapture2D water reflections are too bright

Andrew, thanks for responding!

My ultimate goal here is to replicate the player’s camera as much as humanly possible.

  • Modifying Auto-Exposure’s Min and Max brightness didn’t have a discernible effect on the LDR
  • There wasn’t a “Min” roughness, but modifying the “Max” roughness didn’t seem to have an effect on the “sparkly-ness” of the water on the LDR camera.
  • The settings you suggested are applied to the LDR SceneCapture2D images below - including Post Process Blend Weight = 0.

HDR vs. LDR

  • Changing to HDR meant that post-process effects attached to the camera (lens flare for example) seemed to not being captured by the SceneCapture2D.
  • HDR is definitely less sparkly - but it still does not look quite as soft as it does in the player camera (load the full PNG to detect this). It’s easier to notice in the HDR, but It appears that the water reflection is being blurred at a distance in the player camera, but not in the SceneCapture2D. This may be causing the “hard” look in the HDR SceneCapture2D?
  • HDR seems to be darker overall (easiest to tell by looking at the dark blue sky in the HUD and the lighter blue sky behind it in player camera. I read somewhere that the SceneCapture2D are not gamma corrected. I tried adding a “Power” node to the material with the Base=Texture and various constants for the exponent. I could get a little closer, but nothing that looked “right”. I may have been on the right track and just need to try more constants… but it seemed the closer I got to the sky matching, the further away from the shadow matching I was.

Sparkle / Hard Water Edge:

Color:

HDR Power (attempt at gamma correction) with Exp=.6 and Base=TextureSample

LDR Settings: