Brightness and Saturation of Emissive Material

Hi everyone !

First, I have very limited knowledges in material. I setup a simple material like that :

As you can see, it’s look very bright (with or without BlackBody node). I have read a lot of posts talking about bloom and Post Process Volume. So, i tried to tweak the bright effect with bloom seting, but i just get a more dull result, and the material seem always more white than the effective color.

The question is, how to get an emissive material without this white effect and without reduce the intensity ?

Thank you and sorry for my approximativly english.

bump… nobody can helpme ?

Have you seen this?

https://forums.unrealengine.com/development-discussion/rendering/109759-4-15-tonemapper-is-it-possible-to-simulate-old-effects?137012-4-15-tonemapper-is-it-possible-to-simulate-old-effects=

The only possibly helpful part is:

I made a material in seconds that looks good.

Take a 3 constant of .8, .1, 0 to get orange, plugged that into a multiply.

Took a fesnel node, put .5 into exponent in, plugged the output into OneMinus, plugged that into the other multiply spot.

Plugged the multiply into BaseColor and EmissiveColor.