Bloom changed in version 4.12?

To anyone listening,

I’m concerned about some changes in the way materials are behaving in 4.12: I’m on of the guy working on RedOut and, converting the project to 4.12, we’ve noticed that all our trails, with a fancy emissive material, started to bloom WAY TOO MUCH. We’re at retinal damage level, even keeping the emissive parameter of materials low (about 1.5).

This happened only to materials ON MOVING OBJECTS. Static pieces of environment didn’t changed their behaviour.

Question is: something changed in bloom calculation and/or antialiasing in this version, compared to 4.11?

Any suggestion will be really precious, because Beta is coming and it would be really painful to tune down all the post process, working just fine on every other rendered piece in scene.

Thanks!

-peace-

Budello

Ok, I fixed it: if you have problem with excessive bloom on materials, try to detach any panning texture with noisy patterns working on it. It will work fine again.

-peace-
Budello