Washed out Emissive Material. Me too. Why?

I am trying to make an emissive material and like many people, I am facing the completely washed-out glow issue. Is there a solution to this?

Why is a washed-out glow considered more “realistic”?

Especially since video games are in most cases fantasy-themed? Is there a way to fix this? I have been ignoring this for a long time getting busy with other things, but it is time I make some emissive materials and the result is not just unsatisfying, it is completely disappointing. Is there a permanent solution to this?

I can post a pic if anyone needs it but the internet is filled with people crying over their emissive materials in Unreal.

Why???

A picture would help. It’s worth a 1000 words.

Could be any number of solutions. It comes down to math. Post a picture and I’m sure I can point you in the right direction.

Hi,
I dont exactly know what you mean, but here are maybe some solutions for you.

  • in your Post process volume you can change the “bloom”
  • you can multiply your emissive color in your Material
  • you can set RGB values of your color above 1 to give your material glow

Maybe this helps you.