x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Textures extremly contrasted in dark areas

Hello Everyone,

I am currently testing Unreal engine, and I have some issues with textures contrast. While they look alright in lit areas, they look extremly over contrasted (in luminosity, color saturation doesn't change) in areas that are dark and/or only lit by the ambiant light. Some areas are even so contrasted that you see pure black with absolutely no details in parts of the texture!

It only does it in Unreal and not in the other engine I was using before.

As Unreal doesn't support standard ambiant light, I have tried to fake it using an ambiant cubemap in the post process, or by using a skylight, but both gives the exact same result.

It doesn't seem to come from the post process, as I have tried by disabling them all. I don't really think it comes from the material neither, as I have tried with basecolor only and it's exactly the same.

As our level are pretty big, the lights are fully dynamic (I have tried the meshes/textures in particle demo, and baked the lights, but it's the same also)

You can check the 2 attached pictures, you really see the contrast problem on the 2nd one on the left (bottom of the wall completly dark and burned, high contrast on the stone beams etc...)

Do you have any idea from where it comes from, and how to correct this?

Thanks in Advance for your help!

Product Version: UE 4.13
Tags:
about ok.jpg (871.5 kB)
more ▼

asked Nov 05 '16 at 01:57 PM in Rendering

avatar image

Dream Powered
6 1 5 6

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

I believe what you're seeing is ambient occlusion. Ambient occlusion of course has nothing to do with texture contrast but will make the scene darker in crevices and corners. Also if the material you're using has a high degree of metalness then you may need to add a sphere reflection capture actor to your scene.

That is all to say that your scene appears to be working correctly but you might need to adjust the ambient occlusion post process in order to get what you're looking for. Although, to me, your scene looks pretty good, for the lighting you have the dark parts seem fairly reasonable.

more ▼

answered Nov 07 '16 at 05:37 PM

avatar image

QSBen
413 16 15 31

avatar image Dream Powered Nov 08 '16 at 07:34 AM

Thank you for your answer! Unfortunately it's the AO post process, as I have tried to disable it and it's still the same. It's not metalness neither as the material has none (just simple diffuse map :( ) I guess it's juste UE behavior, and I am not used to it! I will see how to solve that later, for now, let's make a game ^^

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question