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    Brightness and Contrast level changes

    I've seen some chat on Discord about this, wanted to clarify a few things;

    1) 4.14 has some changes to rendering; overall maps are less contrasted and a bit brighter. It's actually due to a long standing bug which has now been resolved. This is why maps look slightly different in the editor with this build.
    2) There is currently a bug (believed to be with the tonemapper as I understand) which is making maps a lot darker and more contrasted, this is why maps look dark in game. More crucially for designers this is why there's a disparity between the game and the editor.

    Epic are working on tracking down the bug and fixing it, hopefully they'll crush it before the next build. In the meantime if you'd like a work around try bumping the Post Process Ambient Cubemap by 0.2/03. This should help bump the brightness in the very darkest areas, it also doesn't require messing with lighting, or rebuilding it. It's kind of quick and dirty but it should help bridge the gap.

    If I've got this wrong let me know

    #2
    Originally posted by NATO_chrisjm View Post
    [...]
    Epic are working on tracking down the bug and fixing it, hopefully they'll crush it before the next build. In the meantime if you'd like a work around try bumping the Post Process Ambient Cubemap by 0.2/03. This should help bump the brightness in the very darkest areas, it also doesn't require messing with lighting, or rebuilding it. It's kind of quick and dirty but it should help bridge the gap.

    If I've got this wrong let me know
    Thank you for the tip NATO. Functions as described.
    Last edited by barsam2a; 10-19-2016, 11:27 AM.
    WIP - Maps (UT - Build 0.1.12.1): https://goo.gl/v8ze8Y
    Channel: https://www.youtube.com/user/barsam2a

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      #3
      I avoid using Ambient Cubemap in general since it applies an inaccurate cubemap to everything (and washes the lighting out, usually), no matter the surroundings. ReflectionCaptures in the environment will give a much more desirable result.

      My current favorite "fix" for the current contrast issue, in the post process volume, is to lower the "W" value in "Color Grading Shadows, "ContrastShadows" section, to around 0.8 or 0.9. Images attached shows the effect.

      Basically just boosts the brightness of the shadows, which is what you want.
      Attached Files
      DM-Kosko (A04) | DM-Backspace (Released!) | DM-Veracity (A01)| DM-Smog (A01) | DM-Conflux (A02)

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        #4
        Duh, I wish I had seen this before reuploading my map... :/

        For non-mappers, you can always disable the 'Tonemapper Film' in the game's System Settings menu (tick 'Show Advanced Settings' to see it), which will disable the thing that is supposedly causing the bug and make levels look brighter.
        DM-Batrankus is out on the UT Marketplace! Enjoy!

        My UT Maps: | JB-Makoy (UT3JB) | JB-Fragtion2 (UT2004JB) | CTF-Opposite (UT2004) | VCTF-Antropolis (UT2004) |
        My Puzzle Levels: | Tetrobot and Co. | Portal 2 | Toki Tori |
        My Localizations: | Killing Floor |

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          #5
          I came into the same issue and was super frustrated as the lighting baking took me about 6 hours (with very high quality settings) and after a cooking the map looks like s*** in game.
          Let me try the workarounds you guys mentioned...

          Thanks for the thread! I was wondering anything wrong in my UT build or i had to clean up some local caches...
          [WIP]: DM-Deck(Remake) | DM-DeepBlue | DM-Peak(Remake)

          My stuff: @ Youtube | @ Small site | @ My blog

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            #6
            This bug causes this to me in the editor: https://www.epicgames.com/unrealtour...-in-the-editor

            -Luigi Rapetta
            (rapfamily4)

            My projects list:
            Unreal Monsters | Armor Pickups | Dispersion Pistol for Invasion | Fusion Cannon - a Flak Cannon variant

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              #7
              This is the effect of post processing:
              https://www.epicgames.com/unrealtour...l=1#post260130

              Settings are:

              ContrastShadows W 0.9
              GainShadows W 1.1

              Global Illumination
              Indirect Lighting Intensity 2.0

              Kudos to guys who proposed the solution - Nato and Scinbed and Archer for helping me find this thread.
              For maps and drawings visit: conradjustin.com

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                #8
                This bug has now been marked as fixed and should be in the next build!

                https://unrealtournament.atlassian.net/browse/UT-5960

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