Generated with sparks and insights from 6 sources
Introduction
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Desaturation in UE5 can sometimes result in unexpected color shifts, such as turning red.
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This issue can be influenced by the Tonemapper and Color Space settings in Unreal Engine.
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When colors are blended in Linear Space, it can lead to undesired colors, such as emphasized pink and orange when blending between red and blue.
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Adjusting the Gamma Correction and sRGB settings can help mitigate these issues.
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Using Post-Process Volumes and specific Material Settings can provide more control over color desaturation effects.
Tonemapper Impact [1]
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Tonemapper: Affects how colors are displayed in Unreal Engine, often leading to unexpected results.
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Color Blending: When blending colors in linear space, it can result in undesired colors.
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Example: Pink and orange colors can become emphasized when blending between red and blue.
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Control: Adjusting the tonemapper settings can help control these effects.
Color Space Settings [1]
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sRGB: Enabling or disabling sRGB can affect how colors are displayed.
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Linear Space: Colors in linear space can appear incorrect without proper gamma correction.
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Vertex Colors: Mesh vertex colors are often in linear space, leading to unexpected results.
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Color Curves: Similar issues can occur with color curves driven by dynamic parameters.
Gamma Correction [1]
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Gamma Correction: Applying a power of 2.2 can correct colors in linear space.
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Performance: This method can be expensive and less accurate for mobile platforms.
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Alternative: Using a different color picker that handles color conversion behind the scenes.
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Example: Correcting gamma in shaders to achieve desired colors.
Post-Process Volumes [1]
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Post-Process Volumes: Can be used to replace the tonemapper in a post-process material.
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Control: Provides more control over how colors are displayed and desaturated.
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Example: Using post-process volumes to achieve desired color effects.
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Settings: Adjusting settings within the post-process volume to fine-tune color desaturation.
Material Settings [1]
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Material Settings: Adjusting material settings can help control color desaturation.
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Emissive Channel: Multiplying the emissive channel by a variable can make colors brighter.
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Bloom: Increasing brightness can cause more bloom and less saturation.
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Physically Correct: Unreal Engine attempts to display colors in a physically correct way, affecting how white and other colors appear.
Related Videos
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<div class="-md-ext-youtube-widget"> { "title": "UE5: Materials (Ep.19 Desaturation Node)", "link": "https://www.youtube.com/watch?v=QfiW0J1hb9Q", "channel": { "name": ""}, "published_date": "May 22, 2023", "length": "" }</div>
<div class="-md-ext-youtube-widget"> { "title": "WTF Is? Material - Desaturation in Unreal Engine 4", "link": "https://www.youtube.com/watch?v=0pPyCZvZ05A", "channel": { "name": ""}, "published_date": "Jan 30, 2016", "length": "" }</div>
<div class="-md-ext-youtube-widget"> { "title": "Ue4: advanced materials (Ep. 16 Desaturation node)", "link": "https://www.youtube.com/watch?v=2GVy1UDmX2c", "channel": { "name": ""}, "published_date": "Jun 25, 2015", "length": "" }</div>