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I am having a weird issue with the position of my sphere mask. Here is what it looks like currently:

Screenshot with white highlight displaced from the player

The white disc should be directly under the player character, not shifted off to the side.

Resizing the window horizontally "fixes" this. Why?

All I want to do is to create a sphere mask around the player. Can this be done in another way? I am using a post process material with the following setup:

Blueprint nodes adding emissive colour in sphere around player

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    \$\begingroup\$ put your post process material "before tonemapping" \$\endgroup\$ Commented Feb 7 at 8:50
  • \$\begingroup\$ Wow! It worked! I am amazed by the solution and I would never have thought of this. Why does this work? How come the tone mapper changes up the positions? I was under the impression that tone mapping only works with pixel colors not position data. Thank you! I would like to make your comment the solution. \$\endgroup\$ Commented Feb 8 at 9:52
  • \$\begingroup\$ there is an ongoing bug: issues.unrealengine.com/issue/UE-160274 However, I would argue that you should do a spheremask as a post process and instead put it into the mesh material directly, because you can filter what meshes get affected by the sphere mask more easily \$\endgroup\$ Commented Feb 8 at 10:18
  • \$\begingroup\$ Huh. Would you look at that. Thanks again. I actually just want a sphere around the character to render default and anything outside of it to be glitched and perturbed. Might be a bit hard to see in this image, but look at how the lines on that rock thing on the right are different inside and outside the sphere and you get the idea. postimg.cc/p5BxTH3s \$\endgroup\$ Commented Feb 8 at 11:14

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For anyone stumbling onto this, @Raildex answered the question in a comment.

The solution is to do the post processing before Tone mapping. All creds yo @Raildex

To do this:

  1. Open the material and look at the details panel.
  2. Look for the "Post Process Material" section, for the attribute "Blendable location".
  3. Choose a value that is before "Tone Mapping". In my case, I just went with "Scene color before DOF" to "inject" it early in the pipeline.

I used UE5.5 but it should be similar in previous versions. I also found this which hints on the issue in one line in the Known issues section. I would never have thought of it had @Raildex not pointed to the issue at hand. UE documentation for Post process Materials

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