Hey, Sorry for bringing this thread back, but I've been having trouble with this recently. I'm trying to author colour overlay maps that get overlaid on top of a base colour via a Overlay Node in UE4 material editor. The trouble I'm having is that UE4 Overlay node does in fact seem to use 186 grey as the midpoint. Anyone…
Hello guys, the game engine does not darken anything. Unreal 4 is 1:1 between Photoshop and in game, if you make any colour in Photoshop it gets into Unreal exactly how you see it. You can test this by importing the texture as sRGB on and then switching the viewport to base colour mode and sampling the colour. If you make…
what? this is all rubbish... using 186 grey as your mid-point is if you want to try to author your texture in a linear format, in photoshop, which is almost impossible. the "best" way to do it, is to use a curve adjustment as farfarer pointed out. just make sure your top layer is that curve adjustment and anything you do…
We're using UE4 so everything is corrected for us with the sRGB tick box for albedo textures. But on top of that we now also have to use mid grey of 186, unless we've totally misinterpreted the Epic documentation. I don't think so though. Also we've tested that in fact whatever colour you make in Photoshop will get into…
Hi guys, we're currently learning about the whole gamma correct pipeline for UE4 and how you should author your textures at 186 grey in Photoshop to give the lighting engine better more physical values to work with so it can absorb and bounce light correctly. I'm referencing these two pages in case anyone is wondering.…