# \#Tonemapping

**URL:** https://forums.unrealengine.com/tag/tonemapping/2336.md

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## [Tone mapper in unreal engine](https://forums.unrealengine.com/t/tone-mapper-in-unreal-engine/2705211)

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**Author:** [@Ibtesam\_Sadiq](https://forums.unrealengine.com/u/Ibtesam_Sadiq)\
**Replies:** 5\
**Last updated:** [November 9, 2026, 6:12pm UTC](https://forums.unrealengine.com/t/tone-mapper-in-unreal-engine/2705211 "2026-11-09T18:12:09Z")

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Please Add build in option to select tonemapper from project or post process setting. And Please add muliple tonemapppers in unreal engine to choose from. it would be great to have muliple tone mapper right inside unrea…

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## [Experimenting with alternative tonemappers while keeping Unreal's color grading workflow ](https://forums.unrealengine.com/t/experimenting-with-alternative-tonemappers-while-keeping-unreals-color-grading-workflow/2817144)

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**Author:** [@SDProjects](https://forums.unrealengine.com/u/SDProjects)\
**Replies:** 2\
**Last updated:** [September 21, 2026, 11:20am UTC](https://forums.unrealengine.com/t/experimenting-with-alternative-tonemappers-while-keeping-unreals-color-grading-workflow/2817144 "2026-09-21T11:20:50Z")

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I’ve been experimenting with alternative tonemappers in Unreal recently. There are already several ways to replace the default tonemapper (existing plugins, Post Process Materials, SceneViewExtension, etc). But each app…

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## [\[Request\] Improved Colors and Tone mapper](https://forums.unrealengine.com/t/request-improved-colors-and-tone-mapper/2144918)

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**Author:** [@Ibtesam\_Sadiq](https://forums.unrealengine.com/u/Ibtesam_Sadiq)\
**Replies:** 5\
**Last updated:** [December 23, 2025, 3:38pm UTC](https://forums.unrealengine.com/t/request-improved-colors-and-tone-mapper/2144918 "2025-12-23T15:38:33Z")

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Today, I watched a video about a new tone mapper that outperforms Unreal’s ACES-based tone mapper. The new tone mapper looked significantly better and more realistic. I’m curious why Epic hasn’t considered it yet, or if …

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## [Weird screen shaking when enabling custom Post Process](https://forums.unrealengine.com/t/weird-screen-shaking-when-enabling-custom-post-process/387478)

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**Author:** [@anonymous\_user\_4b3639a6](https://forums.unrealengine.com/u/anonymous_user_4b3639a6)\
**Replies:** 7\
**Last updated:** [December 2, 2024, 3:30pm UTC](https://forums.unrealengine.com/t/weird-screen-shaking-when-enabling-custom-post-process/387478 "2024-12-02T15:30:15Z")

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Hey guys, I made a normal based edge detection post processing effect which should also display blooming effects. To access the bloom buffer I need to set my PP’s Blendable Location to “Replacing the Tonemapper”. Unfo…

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## [Render target outputting wrong colours](https://forums.unrealengine.com/t/render-target-outputting-wrong-colours/375016)

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**Author:** [@SFtheWolf](https://forums.unrealengine.com/u/SFtheWolf)\
**Replies:** 3\
**Last updated:** [October 30, 2024, 9:51am UTC](https://forums.unrealengine.com/t/render-target-outputting-wrong-colours/375016 "2024-10-30T09:51:53Z")

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So I have a SceneCapture2d, it captures to a render target, the contents of which look normal: Then I add a blendable to the player camera which outputs the contents of the render target to the screen with no modific…

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## [Color Loss / Washed Out Colors - Does Anyone Know how to fix this?](https://forums.unrealengine.com/t/color-loss-washed-out-colors-does-anyone-know-how-to-fix-this/489326)

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**Author:** [@bLacK-RaiN](https://forums.unrealengine.com/u/bLacK-RaiN)\
**Replies:** 5\
**Last updated:** [December 31, 2023, 1:08am UTC](https://forums.unrealengine.com/t/color-loss-washed-out-colors-does-anyone-know-how-to-fix-this/489326 "2023-12-31T01:08:41Z")

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I’m having some trouble importing files into unreal, the issue is the color changes drastically. As you can see in the image the two examples on the left are vibrant and popping but the imported texture in unreal is v…

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## [Disabling Tonemapping](https://forums.unrealengine.com/t/disabling-tonemapping/329033)

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**Author:** [@JoSilver](https://forums.unrealengine.com/u/JoSilver)\
**Replies:** 12\
**Last updated:** [April 24, 2023, 12:57am UTC](https://forums.unrealengine.com/t/disabling-tonemapping/329033 "2023-04-24T00:57:47Z")

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I’ve yet to find a satisfactory solution to this problem. So I’m messing around with Minecraft stuff, The problem is the way everything looks when I hit play. All the materials used are unlit, no lights are present eith…

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## [Make FXAA work with custom tonemapper](https://forums.unrealengine.com/t/make-fxaa-work-with-custom-tonemapper/470330)

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**Author:** [@anonymous\_user\_a2fdf5a6](https://forums.unrealengine.com/u/anonymous_user_a2fdf5a6)\
**Replies:** 4\
**Last updated:** [August 31, 2020, 6:32am UTC](https://forums.unrealengine.com/t/make-fxaa-work-with-custom-tonemapper/470330 "2020-08-31T06:32:40Z")

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Hi, So I wanted to get rid of unreal´s default tonemapper and made a postprocess material that replaces it. I already know this makes FXAA stop working so I am looking at the engine files to see if I can modify anything…

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## [Emissive materials lack colour](https://forums.unrealengine.com/t/emissive-materials-lack-colour/469778)

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**Author:** [@stuck\_compiling](https://forums.unrealengine.com/u/stuck_compiling)\
**Replies:** 9\
**Last updated:** [August 15, 2020, 8:20pm UTC](https://forums.unrealengine.com/t/emissive-materials-lack-colour/469778 "2020-08-15T20:20:05Z")

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I read that the tonemapper in 4.15 changed the way bright objects are handled, and all the solutions and workarounds are from 2017 with threads saying they no longer work. If I have an emissive material that’s sole input…

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## [Tonemapper Issue](https://forums.unrealengine.com/t/tonemapper-issue/469351)

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**Author:** [@TRI99ER](https://forums.unrealengine.com/u/TRI99ER)\
**Replies:** 3\
**Last updated:** [August 7, 2020, 1:17pm UTC](https://forums.unrealengine.com/t/tonemapper-issue/469351 "2020-08-07T13:17:10Z")

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I am making a 2D game and I want my colors to be linear striaght colors of texture I import in engine and also without weird bloom around sprites, but I am also making use of Camera Player Manager’s Fade functions. So I…

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## [Exclude Primitive from Eye-adaptation and Tone-mapping](https://forums.unrealengine.com/t/exclude-primitive-from-eye-adaptation-and-tone-mapping/458032)

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**Author:** [@anonymous\_user\_fb65f8351](https://forums.unrealengine.com/u/anonymous_user_fb65f8351)\
**Replies:** 1\
**Last updated:** [May 26, 2020, 3:23pm UTC](https://forums.unrealengine.com/t/exclude-primitive-from-eye-adaptation-and-tone-mapping/458032 "2020-05-26T15:23:44Z")

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I currently have a billboard material that I would like to exclude from the eye adaptation and tone mapping passes, but there does not seem to be an ideal way to do it. My current thinking is to write to a custom depth …

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## [Gamma/Tone Washing Out Image - How to Fix?](https://forums.unrealengine.com/t/gamma-tone-washing-out-image-how-to-fix/283423)

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**Author:** [@CWeatherman](https://forums.unrealengine.com/u/CWeatherman)\
**Replies:** 27\
**Last updated:** [May 14, 2020, 6:17am UTC](https://forums.unrealengine.com/t/gamma-tone-washing-out-image-how-to-fix/283423 "2020-05-14T06:17:41Z")

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I have a city in a generic forward renderer with simple lighting: blue-ish ambient, a cubemap for some additional lighting, and a directional light for the sun. The scene looks fantastic. I have the same scene setup i…

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## [Apply tonemapping on a hdr texture](https://forums.unrealengine.com/t/apply-tonemapping-on-a-hdr-texture/396302)

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**Author:** [@anonymous\_user\_ebd6ad79](https://forums.unrealengine.com/u/anonymous_user_ebd6ad79)\
**Replies:** 2\
**Last updated:** [October 16, 2019, 11:17am UTC](https://forums.unrealengine.com/t/apply-tonemapping-on-a-hdr-texture/396302 "2019-10-16T11:17:22Z")

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Hi, I captured the scene using a cubemap render target and converted the cubemap to a 2d panorama texture using a resolution I specified(2048\*1024 for example) by following some example in source code. Since the captur…

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## [can't enable tonemapping on mobile previewer o mobile devices???????](https://forums.unrealengine.com/t/cant-enable-tonemapping-on-mobile-previewer-o-mobile-devices/409301)

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**Author:** [@Moazahmed123](https://forums.unrealengine.com/u/Moazahmed123)\
**Replies:** 1\
**Last updated:** [April 27, 2019, 9:42am UTC](https://forums.unrealengine.com/t/cant-enable-tonemapping-on-mobile-previewer-o-mobile-devices/409301 "2019-04-27T09:42:56Z")

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Hey i downloaded UE 4.18 recently and created a project then switched to mobile previewer and typed in the console “r.TonemapperFilm 1” and it worked fine and now when i create a new project and try to enable tone mapp…

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## [Color Banding in Shadow Maps Because Tonemapper Disabled?](https://forums.unrealengine.com/t/color-banding-in-shadow-maps-because-tonemapper-disabled/447141)

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**Author:** [@pour.quoi](https://forums.unrealengine.com/u/pour.quoi)\
**Replies:** 0\
**Last updated:** [April 13, 2019, 2:31am UTC](https://forums.unrealengine.com/t/color-banding-in-shadow-maps-because-tonemapper-disabled/447141 "2019-04-13T02:31:58Z")

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I’m currently working on a project that requires ‘real-world’ lighting values and color captures that aren’t converted into a LDR color range; and for the most part Unreal has been a great help getting the lighting resul…

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## [Empty scene is not absolutely black on iOS](https://forums.unrealengine.com/t/empty-scene-is-not-absolutely-black-on-ios/428715)

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**Author:** [@RenovatioNova](https://forums.unrealengine.com/u/RenovatioNova)\
**Replies:** 2\
**Last updated:** [July 5, 2018, 11:21am UTC](https://forums.unrealengine.com/t/empty-scene-is-not-absolutely-black-on-ios/428715 "2018-07-05T11:21:47Z")

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I open an empty scene on iPhone X and see, that it is not as dark as an absolute dark. It is a little bit grey, just a bit. You can notice it because the camera offset on top of the phone becomes visible. I have next dev…

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## [is tonemapping supported on mobile?????](https://forums.unrealengine.com/t/is-tonemapping-supported-on-mobile/409850)

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**Author:** [@Moazahmed123](https://forums.unrealengine.com/u/Moazahmed123)\
**Replies:** 0\
**Last updated:** [November 17, 2017, 3:32am UTC](https://forums.unrealengine.com/t/is-tonemapping-supported-on-mobile/409850 "2017-11-17T03:32:31Z")

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is tonemapping really supported on mobile cause i did every thing in the documentation and tried every thing but nothing working even on mobile i open the console and type “r.tonemapperfilm 1” or add “r.tonemapperfilm=1”…

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## [Howto neon-light material with new tonemapper in 4.15?](https://forums.unrealengine.com/t/howto-neon-light-material-with-new-tonemapper-in-4-15/385431)

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**Author:** [@Neutronux](https://forums.unrealengine.com/u/Neutronux)\
**Replies:** 5\
**Last updated:** [October 12, 2017, 4:41pm UTC](https://forums.unrealengine.com/t/howto-neon-light-material-with-new-tonemapper-in-4-15/385431 "2017-10-12T16:41:22Z")

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How can you get some neon light colors like on this image \< 4.15: https://docs.unrealengine.com/latest/images/Engine/Rendering/Materials/MaterialInputs/Emissive\_21.jpg Instead of somewhat fully different with 4.15: …

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## [How to configure bloom in 4.15 to look like in 4.14.3](https://forums.unrealengine.com/t/how-to-configure-bloom-in-4-15-to-look-like-in-4-14-3/389281)

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**Author:** [@Mikiok](https://forums.unrealengine.com/u/Mikiok)\
**Replies:** 2\
**Last updated:** [June 1, 2017, 10:28pm UTC](https://forums.unrealengine.com/t/how-to-configure-bloom-in-4-15-to-look-like-in-4-14-3/389281 "2017-06-01T22:28:00Z")

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Bloom looks completely different in 4.15.1 the glow is much smaller around the object and emissive colors are burned out like in badly shoot camera footage. I changed tone mapper back to old one but this is fixing only o…

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## [Sequencer: Render is brighter than in editor and Choppy](https://forums.unrealengine.com/t/sequencer-render-is-brighter-than-in-editor-and-choppy/391980)

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**Author:** [@13lankmind](https://forums.unrealengine.com/u/13lankmind)\
**Replies:** 2\
**Last updated:** [May 15, 2017, 6:05pm UTC](https://forums.unrealengine.com/t/sequencer-render-is-brighter-than-in-editor-and-choppy/391980 "2017-05-15T18:05:48Z")

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Hello all. So I’ve got my scene setup and a few shots. All of that is great. For reference, I’ve made an interior environment with only one window. It’s night time and the moon can shine through the window. However, whe…

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## [How can I remove tonemapping in Play mode?](https://forums.unrealengine.com/t/how-can-i-remove-tonemapping-in-play-mode/280581)

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**Author:** [@anonymous\_user\_16be4e8b](https://forums.unrealengine.com/u/anonymous_user_16be4e8b)\
**Replies:** 15\
**Last updated:** [March 19, 2017, 7:27pm UTC](https://forums.unrealengine.com/t/how-can-i-remove-tonemapping-in-play-mode/280581 "2017-03-19T19:27:46Z")

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Hi all. I can’t remove tonemapping in “Play” mode. I have setting Post Process Volume and setting off whole parameter and check “unbound(that is override).” But I have realized tonemapping when I enter the “Play” mo…

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## [Expential Height Fog Over-exposure using old Tonemapper](https://forums.unrealengine.com/t/expential-height-fog-over-exposure-using-old-tonemapper/385175)

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**Author:** [@dgrieshofer](https://forums.unrealengine.com/u/dgrieshofer)\
**Replies:** 4\
**Last updated:** [March 5, 2017, 2:56pm UTC](https://forums.unrealengine.com/t/expential-height-fog-over-exposure-using-old-tonemapper/385175 "2017-03-05T14:56:25Z")

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Reproduce: Create a new project Add expential height fog Save and close project Add r.TonemapperFilm=0 under \[/Script/Engine.RendererSettings\] in DefaultEngine.ini Open project Result: Fog is completely over-exposed…

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## [Exposure is broken with iOs metal preview](https://forums.unrealengine.com/t/exposure-is-broken-with-ios-metal-preview/385094)

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**Author:** [@anonymous\_user\_fbe2d247](https://forums.unrealengine.com/u/anonymous_user_fbe2d247)\
**Replies:** 3\
**Last updated:** [February 16, 2017, 5:48pm UTC](https://forums.unrealengine.com/t/exposure-is-broken-with-ios-metal-preview/385094 "2017-02-16T17:48:35Z")

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When using exposure other than 0 scene is way too bright on mobile preview. Disabling filmic tonemapping fix this issue. r.TonemapperFilm=0

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## [Tone Mapping for Media Texture](https://forums.unrealengine.com/t/tone-mapping-for-media-texture/368349)

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**Author:** [@HidingGlass](https://forums.unrealengine.com/u/HidingGlass)\
**Replies:** 0\
**Last updated:** [August 26, 2016, 3:18pm UTC](https://forums.unrealengine.com/t/tone-mapping-for-media-texture/368349 "2016-08-26T15:18:21Z")

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I’m having a bit of an issue with color space. I’m utilizing a media texture as a skybox and would like the video to play back during game-play exactly how it looks when viewing in the player. The material has the video …

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## [Low-level graininess introduced to the tonemapper in 4.8](https://forums.unrealengine.com/t/low-level-graininess-introduced-to-the-tonemapper-in-4-8/321878)

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**Author:** [@GiraffeCat](https://forums.unrealengine.com/u/GiraffeCat)\
**Replies:** 10\
**Last updated:** [June 21, 2016, 1:36pm UTC](https://forums.unrealengine.com/t/low-level-graininess-introduced-to-the-tonemapper-in-4-8/321878 "2016-06-21T13:36:25Z")

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I’m working on a game with bold colours on a black background, and quite a lot of bloom. In 4.7.6 this background was a solid, pure black, but since updating to 4.8.0 there is a graininess that means there is no longer a…

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## [Disable tonemapper/postprocessing specifically on non-metal devices?](https://forums.unrealengine.com/t/disable-tonemapper-postprocessing-specifically-on-non-metal-devices/341550)

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**Author:** [@anonymous\_user\_808c3f02](https://forums.unrealengine.com/u/anonymous_user_808c3f02)\
**Replies:** 5\
**Last updated:** [January 13, 2016, 8:00pm UTC](https://forums.unrealengine.com/t/disable-tonemapper-postprocessing-specifically-on-non-metal-devices/341550 "2016-01-13T20:00:09Z")

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We are using HDR on Metal-level devices and so we need to have HDR enabled in the project We need to completely disable post-processing on non-metal devices Using SHOW POSTPROCESSING to disable the Tonemapper on 2/ sa…

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## [Why switching off tonemapper is switching of all effects](https://forums.unrealengine.com/t/why-switching-off-tonemapper-is-switching-of-all-effects/335370)

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**Author:** [@Yata](https://forums.unrealengine.com/u/Yata)\
**Replies:** 0\
**Last updated:** [October 15, 2015, 8:23am UTC](https://forums.unrealengine.com/t/why-switching-off-tonemapper-is-switching-of-all-effects/335370 "2015-10-15T08:23:03Z")

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As I understand Tonemapping is a process of converting HDR to LDR. Is is good for displaying rendered HDR on monitors. But why switching it off disables all PostProcessing, even bloom, lensflare and scene tint? I am try…

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## [Default PostProcessTonemap configuration](https://forums.unrealengine.com/t/default-postprocesstonemap-configuration/326902)

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**Author:** [@anonymous\_user\_dc900188](https://forums.unrealengine.com/u/anonymous_user_dc900188)\
**Replies:** 4\
**Last updated:** [August 3, 2015, 6:47pm UTC](https://forums.unrealengine.com/t/default-postprocesstonemap-configuration/326902 "2015-08-03T18:47:11Z")

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Within PostProcessTonemap.cpp, there exists both a TonemapperConfBitmaskPC array and a TonemapperConfBitmaskMobile array. The comment at the top says… // Edit the following to add and remove configurations. // This is …

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## [Disable tonemapping for SceneCapture2D](https://forums.unrealengine.com/t/disable-tonemapping-for-scenecapture2d/326871)

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**Author:** [@anonymous\_user\_c0e54ce41](https://forums.unrealengine.com/u/anonymous_user_c0e54ce41)\
**Replies:** 1\
**Last updated:** [July 28, 2015, 11:39pm UTC](https://forums.unrealengine.com/t/disable-tonemapping-for-scenecapture2d/326871 "2015-07-28T23:39:28Z")

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When rendering SceneDepth to texture using SceneCapture2D and a post-process material, I’m getting tonemapped depth values. Prior to 4.8, I was able to correct for these by raising the values to the 2.2 power. With 4.8…

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## [Is SSAO part of the tone mapping location?](https://forums.unrealengine.com/t/is-ssao-part-of-the-tone-mapping-location/321274)

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**Author:** [@Davision](https://forums.unrealengine.com/u/Davision)\
**Replies:** 0\
**Last updated:** [June 10, 2015, 12:47pm UTC](https://forums.unrealengine.com/t/is-ssao-part-of-the-tone-mapping-location/321274 "2015-06-10T12:47:33Z")

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When I set the post processing material tonemapping location different does that also change where the SSAO is in? So when I set it to “before tonemapping” would I have no SSAO in the ScreenTexture:PostProcessing0 insid…

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