Hi everyone,
We’re running UE 5.5.3 in Ubuntu in a projection lab working to get a panoramic display of sorts. For that we’ve split the monitor up into thirds where the main camera renders to the middle third while left and right of it we spawn additional windows with render textures capturing from SceneCaptureComponent2Ds. We’ve gotten most of the way there but we’ve run into a difference in lighting.
The scene is underwater and we have a few rings that serve as checkpoints. The rings use an emissive material and we’re noticing the SCC2Ds have no bounce light on the seafloor while the main camera does. The scene uses a third party underwater atmosphere setup that includes PP and Lumen GI, but I can’t seem to get the bounces to appear in the SCC2Ds. I read on a different thread that you had to explicitly enable Lumen for the SCC2Ds as well and I tried that, but it made no difference.
I’ll attach a screenshot of the border between two cameras. Left half is the SCC2D and right half is the main camera (a normal camera actor). Any ideas of how to get the lighting to match? Keep in mind I’m only a few months into UE work so there could be something blindingly obvious I’ve missed. Thanks in advance!
