This is causing confusion when working with color in UE5, specifically when validating for HDR between different reference materials.
It has also been noted that the color primaries in PAL and NTSC have many values that differ from sRGB primaries.
Compare and review sRGB luminance coefficient value calculations used in the engine for discrepancies and differences to each other.
There appears to be differing variants of these values for what should be standardized across the board.
As an example: Luma() in LumenReflections.usf and GetLuminance() in Color.h have different values.
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
What properties of the progress bar can be used for drag and drop highlighting?
What property of the Slider is the image used when dragging?
Teleporter in the Creative Hub is Locked and cannot be accessed
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-201221 in the post.
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Component | UE - Virtual Production - Rendering - Color |
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Affects Versions | 5.3 |
Target Fix | 5.5 |
Fix Commit | 32327634 |
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Main Commit | 32470705 |
Created | Nov 27, 2023 |
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Resolved | Mar 19, 2024 |
Updated | Jun 19, 2024 |