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[Closed] Unlit VFX problems in differently lit levels

Hello. We are having pretty big issues with unlit VFX looking practically invisible in brightly lit level and blindingly bright in dark levels.

I understand why this is, because lit assets will respond to the lighting around them while unlit ones are set at a fixed value which stays the same, however I'm not sure how we can get around this if we want to have a variety of lighting styles and times of day. Auto exposure can help to an extent but it doesn't really fix the problem as far as we have found so far.

Does anyone else have this issue and if so, how have you got around it?

I would be interested to hear from the Epic guys as to how they would suggest approaching this issue.

Thanks!

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asked Feb 29 '16 at 05:57 PM in Rendering

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avatar image Answers.Archive STAFF Feb 29 '16 at 05:57 PM

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The question has been closed Feb 29 '16 at 05:57 PM by Stephen Ellis for the following reason:

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Hi Adonis,

There are a few ways I can think of to get around this. Probably the best is to use a custom node in your material with the following code

 View.ExposureScale

With that output you can normalize this value then lerp your opacity so that in darker areas, the opacity decreases. Hope this helps!

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answered Feb 29 '16 at 05:57 PM

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avatar image Answers.Archive STAFF Feb 29 '16 at 05:57 PM +

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