Engine Version 4.3.0 Preview
OS Win 8.1 Pro
GPU GeForce GTX 770, DirectX 11, Driver 337.88
I’m making a simple flashy game and just started blocking out the basic materials to see how I should drive them for the visual results I want. Below I have my super simple material, where I multiply the color to get a stronger emissive.
Here is the result I am getting for the following colors, in a pitch black level:
- rgb(1,1,1)*3 = rgb(3,3,3) white
- rgb(1,0,0)*3 = rgb(3,0,0) red
- rgb(0,1,0)*3 = rgb(0,3,0) green
- rgb(0,0,1)*3 = rgb(0,0,3) blue
- rgb(0,1,1)*3 = rgb(0,3,3) turquoise
Note how the colors containing green blooms a lot earlier than red and blue. Below is a video showing when red and blue kicks in.
Is this related to how the engine calculates physical based materials? I expected different bloom for different colors, but with this it seems as if the bloom will come and go if I decide to dynamically switch colors during runtime.
I would like to know if I have to work around this by increasing the multiplier for some colors, or maybe there is another way to increase the bloom than this? I have used the post process volume, but it doesn’t seem to do much else than increase bloom for all equally.
Maybe the effect won’t be as noticeable when the whole level is up and running. I would like to understand how emissive colors are supposed to work, that’s all.