3D Widget glowing in a dark map
Hi, i'm trying to make a MainMenu with 3D Widgets but UMG images look to glow when they are rendered on a 3D Widget. I tried to change Lightmass settings but it's still glowing.
Button on UMG:
Button on the 3D Widget:
How can i do to make the 3D Widget stop making light ? Thanks!
asked May 05 '15 at 11:24 PM in Rendering
Eye adaptation is a feature in the engine that mimics the way your eyes adjust in real life depending on how bright or dark your surroundings are. When you suddenly go from a really dark building out into bright sunlight, the outside world looks REALLY bright for a little bit while your eyes adjust. Because most of your scene is black, UE4's eye adaptation thinks you're in a dark area, so it's trying to brighten everything for you so you can see it better; hence the UI looks super bright. It would be like being in a super dark closet with just a crack of light from the outside world; the outside world would look really bright.
The glow itself is bloom. Bloom is a simulation of a real thing that happens where light going through lenses isn't all perfectly redirected. Some light gets spilled over the "edges" and appears as a fuzzy mist around the main object. On medium-bright objects, the amount of light that's spilling over is really small in comparison to the rest of the world, so you don't notice it. But the brighter an object is, the brighter (and effectively larger) its bloom becomes. And because eye adaptation is making your UI super super bright, its bloom is also becoming so bright that you notice it.
I'd suggest two things:
answered May 06 '15 at 12:16 AM
So for anyone coming across this (from a dozen other posts) and not wanting to mess up their entire PostProcess Settings:
the default 3D widget has an unlit material with an emmisive pass. Might work for most cases. Copy and change to something with an optional emmisive value, and your widget will blend in nicely with the rest of your scene.
PS: sorry for bumping old thread
answered Nov 02 '16 at 09:20 AM
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