Hi, as the title says, my scene capture component render the scene without post process. I read on old posts that the trick is to change "capture source" to " final color (LDR with post process)" but I can't find this option in the drop list. The only "final color" that I see is "final color (LDR) in RGB", but it doesn't capture anything, so what's the solution please? As i'm working on a cel shading game, I just can't use post process in scene capture and I need scene capture to get an item preview in the game menu.
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Scene capture doesn't render post process
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Originally posted by Speido View PostThe option "Final Color (LDR) in RGB" does post processing. Not sure why you don't get anything. Maybe check your render target format.
Thanks for your help.
I tryied to use "Final Color (LDR) in RGB" with some tweak and now have this result (image 1)
But as I don't want a black background behind the objects, I'm using the alpha channel to mask it in my UMG material. (image 2)
The problem is, as you can see, the alpha channel doesn't only mask the background but makes the object translucent too. (image 3)
Do you know how I can mask only the background?
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1. Prepare the SceneCaptureA set to "FinalColor" and the SceneCaptureB set to "SceneColor (HDR) in RGB, Inv Opacity in A"
2. Set two SceneCaptures to equal Transform, FOV
3. In the material, set the result of SceneCaptureA in Color and the result of SceneCaptureB in Opacity
There is a way called.Last edited by Matsui.S; 01-30-2019, 09:46 PM.
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Originally posted by Matsui.S View Post1. Prepare the SceneCaptureA set to "FinalColor" and the SceneCaptureB set to "SceneColor (HDR) in RGB, Inv Opacity in A"
2. Set two SceneCaptures to equal Transform, FOV
3. In the material, set the result of SceneCaptureA in Color and the result of SceneCaptureB in Opacity
There is a way called.
but I'm just worried that this isn't going to be a performance problem.
Don't Render Tags require high performance?
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Originally posted by Matsui.S View Post1. Prepare the SceneCaptureA set to "FinalColor" and the SceneCaptureB set to "SceneColor (HDR) in RGB, Inv Opacity in A"
2. Set two SceneCaptures to equal Transform, FOV
3. In the material, set the result of SceneCaptureA in Color and the result of SceneCaptureB in Opacity
There is a way called.
Please, more help from people that got this working :::
:
With ::- Shading Model: Default Lit,
- Blend Mode: Translucent.
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Originally posted by Haoris View PostAdd a mask component after your "texture coordinates" node
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It looks like now I am having a similar problem that Haoris did early on :
:Originally posted by Haoris View Post..."final color (LDR) in RGB", but it doesn't capture anything...
SceneColor captures, but FinalColor is just black.
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Thoughts on where I can start investigating next ?
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