[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):
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?
asked Jun 15 '15 at 02:43 PM in Bug Reports
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
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.
answered Jun 16 '15 at 03:23 PM
Lovecraft_K ♦♦ STAFF
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