I’m working at a project where you actively take screenshots and save them as images to use in your digital art projects. I put shadeless materials on objects and on the background plane, so you can have clean black silhouettes with a clean gray background.
Problem is, in both the editor and ingame, there this sort of soft radial vignette effect. I have no idea how to get rid of it, and if I don’t take it away, if someone’s willing to remove the gray background in his art software of choice, he’s getting troubles because it’s not a clean color as it should be.
Any idea how to get rid of the problem? I feel like there must be a checkbox or something somewhere.
It’s actually very important I get rid of this effect.
Hey guys! The background is just a plane. Both the swords and the background plane have an unlit, mono-color material.
I don’t have any post process volumes in the scene, for the rest, I’ve used the default empty project Unreal offers. I also deactivated auto-exposure.
I have no idea what that is, but I noticed that this kind of radial vignette effect is here by default in Unreal!
Create unlit material with just emission. If not work show material editor for background/scene
Alternative, create post process volume outside scene, make unbound and turn vignette to 0 value
I just played with contrast again to make the very subtle effect easily visible. I thought too it could be an optical illusion so I checked it both augmenting contrast and with the color picker.
I have no idea where this vignette comes from, I have tried to deactivate everything I could find in the project settings and it still is here…
Hm… it could be related to some screen space effects, like SSAO. Try to turn off as many of those as you can. Or alternatively use post process material, and link screen texture directly. In material options keep it before tonemapping.
Tried, but this doesn’t work neither. I’m starting to panic, because I really need to have these flat colors. I have tried creating a post-process effect with a posterization effect - but nope, that radial vignette effect stays here. I don’t know what to do!
Is some UE developer around or something?
You always can “posterize” the background. Ceil or floor color range with needed accuracy, and optionally stencil mask the object in the middle.
edit: if the problem persist even after that. I don’t know. Have you tried it in a clean project, usi pp material, and linking solid color, just to test.
you’re also using a jpeg, might wanna double check with an actually useful graphics format, because while unlikely those might just be compression issues.
Nope man, it’s a jpeg only because I have crappy connection and converted the png to jpeg to upload it. It’s so annoying, especially because this vignette effect is absolutely everywhere - just create a new project and you’ll see there it is.
Hi, I finally got chance to try it out myself, there is definitely some vignette effect happening by defaults. Although I could get clean results if I set post-process material to blend After-Tonemapping.