In a blank project, I have created a new media player, texture, and material, and applied it to a cube. When I simulate the game, the colors of the video are not accurate to the original colors on the video. They are either darker or brighter than what they are supposed to be. Auto-exposure is turned off (set at log 0). Does Unreal need a certain color space video for it to display correctly?
I’d rather figure this out than try to fudge it by changing the colors with a post-processing volume (current workaround).
Would you mind sharing your video file? Most videos are in sRGB, but some are in linear space. It’s possible that your encoder is not yet caught as one of the special cases.
We have tried both linear and sRGB color spaces. sRGB displays darker than it should, and linear displays lighter than it should once brought into unreal.
I can’t provide any help without seeing the video myself, sorry. There are literally thousands of combinations of encoders and encoding settings, and I need to see what your video is using.
The color space of the output texture depends on the sRGB checkbox of the MediaTexture asset. If it is set, the output color space is sRGB, if it is unset, it is linear. The media player plug-ins try to detect the color space of the video, and the MediaTextureResource will perform a color space conversion if necessary.
Could you please open your video in a MediaPlayer editor and the copy/paste the contents of the Info tab?
Right, and we can re-render our video to any of those settings. I’m more interested in the color space and file type that Unreal prefers, so we can render our video appropriately for Unreal to accurately represent color.
Video Player may show image different in case if GPU video filter applied.
I just suggest to render a single frame as TGA, import it, and compare in scene side by side.