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Wrong colors in 4.15P1

Look at these two screenshots:

alt text alt text

You see that by multiplying the blue color, it becomes purple.

In earlier engine versions it stays blue and just gets a lot of bloom.

Product Version: UE 4.15 Preview
Tags:
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asked Jan 24 '17 at 12:59 AM in Rendering

avatar image

John Alcatraz
1.1k 43 119 110

avatar image Luos ♦ Jan 24 '17 at 01:00 AM

can vouch that this works in 4.11 (it stays blue instead of purple)

avatar image Gwenn Jan 28 '17 at 05:22 PM

Can confirm the same issue here.

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2 answers: sort voted first

Hey John,

Thank you for submitting this post. I have reproduced this issue and logged a report for it here: https://issues.unrealengine.com/issue/UE-41065

You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Cheers,

Ed Burgess

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answered Jan 24 '17 at 11:08 PM

avatar image 0lento Jan 30 '17 at 11:15 PM

Hey Ed, Issue is now marked "By Design". Can you explain how can this be like this by design? For example, how multiplying 0 by any value can be anything but 0? I don't really get the math here.

avatar image Luos ♦ Jan 30 '17 at 11:25 PM

Iiiii was about to ask the same thing...

avatar image S-ed Jan 31 '17 at 12:32 AM

alt text

colortempshoe.jpg (44.8 kB)
avatar image Tim Hobson ♦♦ STAFF Jan 31 '17 at 03:00 PM

I'm following up with a couple of the developers to see if this was, in fact, a deliberate change. If it wasn't we'll re-open the ticket for investigation, if it is I'll provide some context to the ticket that has been marked as "by design."

Thanks, everyone!

avatar image S-ed Jan 31 '17 at 03:22 PM

Someone on Discord suggested it's a consequences of transition to Academy Color Encoding System (ACES) HDR color rendering.

avatar image Tim Hobson ♦♦ STAFF Jan 31 '17 at 03:48 PM

I've updated the ticket with information about this.

This is a deliberate change where we now use r.TonemapperFilm 1 instead of 0 by default. You can get the old behavior by switching back to 0.

Look for more information about this change in our Release Notes for 4.15.

avatar image S-ed Jan 31 '17 at 04:15 PM

No wonder many people frustrated:

the "new" tonemapper setting is actually ignoring all the tonemapper settings in the PP volume

avatar image Hevedy Feb 06 '17 at 01:22 PM

Roses are purple, violets are red. And the blue don't exist anymore.

alt text

avatar image Ed Burgess ♦♦ STAFF Feb 06 '17 at 01:31 PM

Check out the public notes on the JIRA ticket. They describe in a bit more detail why this change is intentional and tell you what Cvar to change to get the old behavior.

avatar image Betazero Feb 17 '17 at 07:56 PM

How do I get my emissive blue and red back?? If this is intentional I feel like maybe they are colorblind :). Blue becomes purple and red goes orange. Its very weird because logically for me at least the old way made way more since.

avatar image Betazero Feb 17 '17 at 07:58 PM

Also I have messed with bloom and toes and feet and knees and all :) I just want RGB back. Well green actually is ok so just R and B

avatar image necspenecmetu Feb 09 '17 at 01:54 PM

I suspect my problem with an emissive material in 4.15 Pre is linked to this:

There is not the same "blooming glow" as in 4.14, even after I enter the recommended console command r.TonemapperFilm 0 to get the old behaviour.

Scenario: Blank Project in 4.14 and 4.15, a single cube with the following simple material:

alt text

This is what it looks like in 4.14:

alt text

And this is 4.15 after console command r.TonemapperFilm 0:

alt text

Any hints, please?

screenshot (3).png (90.3 kB)
4.14 (2).png (816.7 kB)
4.15 (2).png (723.9 kB)
avatar image Ed Burgess ♦♦ STAFF Feb 09 '17 at 04:18 PM

This isn't a bug. The default bloom settings have been modified in 4.15 to give a more physically accurate result. You can still change the settings to suit your needs.

avatar image Luos ♦ Feb 09 '17 at 07:31 PM

I wonder if I am the only one who appreciates these color/bloom/emissive/tonemapper changes.

I feel for you Ed, having to explain it over and over.

avatar image digitallysane Feb 10 '17 at 12:03 PM

You're not the only one ;)

avatar image necspenecmetu Feb 10 '17 at 12:48 AM

Thank you very much for your quick reply, and sorry if this was obvious, but the only info I got from the ticket and various threads was to set r.TonemapperFilm to 0 to achieve the old behaviour, I wasn't aware that other settings have to be tweaked as well. I assume all these changes and settings will be laid out in more detail in the major release notes and will wait for them.

avatar image Ed Burgess ♦♦ STAFF Feb 10 '17 at 02:18 PM

Yup. I have access to our internal documentation so it isn't a problem. You will find all of this info in the 4.15 release notes once it goes public. :)

I don't mind pointing things like this out. Actually, it is better that our community is so vigilant about finding changes that could possibly be bugs in the engine.

We have already logged dozens of issues with the previews because of our users. Keep up the great work guys!

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Can we get a simple checkbox in project settings to just put Tonemapper at 0? Personally I think it should default to 0 and then you have to turn it on to use it.

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answered Jun 19 '17 at 02:59 PM

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Betazero
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