Updated ExposureCompensation
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943b04a580
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@ -441,7 +441,7 @@ void UActorBlueprintFunctionLibrary::MakeCameraDefinition(
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FActorVariation ExposureCompensation;
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ExposureCompensation.Id = TEXT("exposure_compensation");
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ExposureCompensation.Type = EActorAttributeType::Float;
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ExposureCompensation.RecommendedValues = { TEXT("-1.8") };
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ExposureCompensation.RecommendedValues = { TEXT("0.0") };
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ExposureCompensation.bRestrictToRecommended = false;
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// - Manual ------------------------------------------------
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@ -1399,7 +1399,7 @@ void UActorBlueprintFunctionLibrary::SetCamera(
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Camera->SetExposureMethod(EAutoExposureMethod::AEM_Manual);
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}
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Camera->SetExposureCompensation(
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RetrieveActorAttributeToFloat("exposure_compensation", Description.Variations, -1.8f));
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RetrieveActorAttributeToFloat("exposure_compensation", Description.Variations, 0.0f));
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Camera->SetShutterSpeed(
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RetrieveActorAttributeToFloat("shutter_speed", Description.Variations, 200.0f));
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Camera->SetISO(
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@ -110,12 +110,12 @@ EAutoExposureMethod ASceneCaptureSensor::GetExposureMethod() const
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void ASceneCaptureSensor::SetExposureCompensation(float Compensation)
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{
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check(CaptureComponent2D != nullptr);
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// Looks like windows and linux have different outputs with the
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// same exposure compensation
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#if PLATFORM_LINUX
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CaptureComponent2D->PostProcessSettings.AutoExposureBias = Compensation;
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// Looks like Windows and Linux have different outputs with the
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// same exposure compensation, this fixes it.
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CaptureComponent2D->PostProcessSettings.AutoExposureBias = Compensation - 1.5f;
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#else
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CaptureComponent2D->PostProcessSettings.AutoExposureBias = Compensation + 1.8f;
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CaptureComponent2D->PostProcessSettings.AutoExposureBias = Compensation;
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#endif
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}
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@ -563,6 +563,12 @@ namespace SceneCaptureSensor_local_ns {
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// Color Grading
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PostProcessSettings.bOverride_WhiteTemp = true;
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PostProcessSettings.bOverride_WhiteTint = true;
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PostProcessSettings.bOverride_ColorContrast = true;
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#if PLATFORM_LINUX
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// Looks like Windows and Linux have different outputs with the
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// same exposure compensation, this fixes it.
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PostProcessSettings.ColorContrast = FVector4(1.5f, 1.5f, 1.5f, 1.0f);
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#endif
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// Chromatic Aberration
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PostProcessSettings.bOverride_SceneFringeIntensity = true;
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@ -120,7 +120,7 @@ if ${BUILD_CARLAUE4} ; then
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# This command fails sometimes but normally we can continue anyway.
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set +e
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log "Generate Unreal project files."
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${UE4_ROOT}/GenerateProjectFiles.sh -project="${PWD}/CarlaUE4.uproject" -game -engine -makefiles
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${UE4_ROOT}/GenerateProjectFiles.sh -project="${PWD}/CarlaUE4.uproject" -game -engine -makefile
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set -e
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fi
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