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[Closed] Low-level graininess introduced to the tonemapper in 4.8

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 any '000000' black in the background. If I examine the pixels in Photoshop, there is a noise pattern that alternates between '010101' and '020202' (Seen here with the brightness ramped up):

alt text

Disabling the tonemapper in the viewport's Show flags fixes this issue, but of course also disables a lot of visual effects that I want to keep. I'm not using a Colour Grading LUT, but if I use a completely black texture, it also fixes the issue, but everything else renders as black, obviously. So I'm out of ideas! None of the other postprocess settings I've changed have solved the issue. This old question seems to refer to the same thing, but was resolved some time around 4.3. Could the same bug have cropped up again?

Product Version: UE 4.8
brightness.png (137.8 kB)
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asked Jun 15 '15 at 02:43 PM in Bug Reports

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avatar image Lovecraft_K ♦♦ STAFF Jun 15 '15 at 06:47 PM

Hi -

I am not immediately able to reproduce the graininess that I am seeing in your picture. Can you post your post process volume settings?

Thank You

Eric Ketchum

avatar image GiraffeCat Jun 16 '15 at 09:34 AM

Hi Eric,

Here are the settings for the post process volume, and also the Render tab in Project Settings.

alt text alt text

For what it's worth, I've seen the same issue in another 4.7.6 project that I converted to 4.8.0. I also saw it when I created a new Blueprint sidescroller project and deleted everything in the default map.

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The question has been closed Jun 21 '16 at 01:36 PM by Tim Hobson for the following reason:

The question is answered, right answer was accepted

1 answer: sort voted first

Hey -

Thank you for the additional information I was able to reproduce the effect that you are describing and have entered a report as UE-17128. As we investigate this report I will keep you informed here.

Eric Ketchum

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answered Jun 16 '15 at 03:23 PM

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Lovecraft_K ♦♦ STAFF
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avatar image GiraffeCat Jun 17 '15 at 09:33 AM

Awesome, thanks!

avatar image drb1992 Jul 09 '15 at 12:11 AM

I'm having the same problem. Any updates on this?

avatar image CodeSpartan Jul 04 '15 at 11:58 AM

I also have this issue and it broke the "inventory doll" in my game, so hopefully it will get fixed.

avatar image CodeSpartan Jul 25 '15 at 01:28 AM

Any news on this issue? It has been a month, really looking forward to the fix.

avatar image Lovecraft_K ♦♦ STAFF Jul 27 '15 at 07:46 PM

Hi CodeSpartan -

The issue is still being investigated, but has not been backlogged.

Thank You

Eric Ketchum

avatar image sbnewsom Jun 17 '16 at 12:18 AM

So when is this ever going to get fixed? I'm using Color Grading and Pixelization shader in which amplifies the messed up low level grain that has been forced on the rendering since 4.8.There is no way to fix this without disabling the Tonemapper, which is absolutely needed to look up the correct color palette.

avatar image Tim Hobson ♦♦ STAFF Jun 21 '16 at 01:36 PM


This was already fixed in 4.9 with CL-2640654. If the issue is still happening please report as a new ticket with details and comparisons as this would be a regression and not the original issue reported here. It makes it easier to track and assign out.

Thank you!


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