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Post process frame blur / decay render target etc.

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  • replied
    current was another texture param that is per tick assigned crt2d0/1 depending on the frame (seen in the last 2 nodes on the 2nd image)

    I did attempt it with the scene texture node (tried using both postprocessinput0 and scenetexture) and niether do the job

    the only way i can get it to spit out anything but a black screen is by replacing the current node with a non-dynamic texture so far

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  • replied
    What is current?
    Did you tried to replace it with scene texture node?

    Leave a comment:


  • Post process frame blur / decay render target etc.

    I'm looking to make a blur/decay previous frame blur effect but im stuck on what i think is the last step

    im attempting to get something like this https://www.youtube.com/watch?v=7fz-GhBTHvo

    ive gotten the materials and blueprints set up as follows

    Player Begin Play
    Click image for larger version

Name:	char_beginplay.jpg
Views:	1
Size:	279.7 KB
ID:	1217028

    Player Event Tick
    Click image for larger version

Name:	char_pertick.jpg
Views:	1
Size:	186.2 KB
ID:	1217029

    Material
    Click image for larger version

Name:	postblur_mat.jpg
Views:	1
Size:	107.6 KB
ID:	1217027

    I'm not sure if its useful to know or not but if i change the 'current' node in the material to a panning texture its doing what i expect, but i cant get it to do the same thing with an rt source

    Thanks
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