Remove histogram calucation on billboard from post process effects?

Hi,

I don’t know how to remove the effect on the histogram of a 2d image (bilboard) (that shows to indicate interaction of an object)

Here is a short video to make it more clear what I’m wanting:
https://drive.google.com/file/d/0B0V4AxfEEBovc0NhMDUzRmJxMXM/view?usp=sharing

I don’t want the whole screen to get darker when the interaction icon appears - If I could tell it not be a part of the post process auto-exposure calculation, I would avoid this issue.

Any help would be appreciated.

can anyone help me on this?

Are You sure it’s not eye adaptation? Try

ShowFlag.VisualizeHDR 1

Yes it is the eye adaptation. I want to know how can I disable the eye adaptation just for the material bilboard
Thank you

There’s no simple way. Probably by using some custom Post Process material with Custom Depth masking.
Of just by using 2d widget instead of 3d effect (those should be still not affected by post process).

2d widget? Could you expand on this a bit more? What do you suggest?
Thank you for the time and happy new year! :slight_smile:

I mean UMG: UMG UI Designer | Unreal Engine Documentation

Also. It is weird that billboard causing such a drastic eye adaptation effect, have you tried to lower the brightness of it?

I have tried also with a 3d widget https://docs.unrealengine.com/latest/INT/Engine/UMG/HowTo/Create3DWidgets/ but the 3d widget is also affected by the eye adaptation.

Also the brightness of the material bilboard is very low (the color is multiplied by 0.1) . The whole problem with the eye adaptation on the mat bilboard or the 3d widget is that in lit areas in the level, the mat bilboard looks dark, but in places where there is no light it looks bright, so the eye adaptation has to compensate.

Well, then 2d (traditional umg) widget should od the trick, it is not affected by Post Process. At least it wasn’t before 4.14.

Actually the way to show 2D widget in space (to be able to put it in the scene) is to use 3d widget (the 3d widget has a slot where you can choose which 2d widget to use). I am not aware that there is any other way to place (to make the 2d widget to “float”) a 2d widget in a level.