Applying post process effects to only meshes inside PPV

I’m attempting to create a motion-blur “type” effect for my game, that is constant and static. Basically, I want to be able to put a small PostProcessVolume in an area and have all the meshes in that volume be blurred during play.

Below you can see the post process material and what it does.

The problem is this material just makes the viewport blurred when the player camera is within the volume. I want it to instead blur any and all meshes and materials within the volume, regardless of where it is viewed from.

For reference, I’m trying to create a similar effect to the Black Mirror episode Eulogy where the people who moved during a photo are blurred in place:

If anyone could give some insight to how I’d accomplish this it’d be very helpful!

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You can do a localized PP, viewable from outside, like this

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Thank you for the quick response! Unfortunately as one user commented the pictures on that site are no longer working. Through some research I put together this which seems pretty much identical.

This makes a 1024 radius sphere at 0,0,0 that desaturates everything inside it. However, the problem still persists that it only works when the camera is inside the PostProcessVolume. I’ve been looking all over and still can’t find an answer on how to make the volume viewable from the outside.

It makes me think;

  1. The location of the PPV has no impact on where the sphere is, so how would I change the coordinates to automatically match where the volume is in the world?
  2. I’m not a programmer, but I assume I’d have to change the code for the blur to accept a world position no? Right now this is the code, but I’m not sure how I’d change it to accept Absolute World Position.

Once again thank you for the help!

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pp are only active when the camera is inside them afaik, so you can make it unbounded.

and then use something to mask the effect like you’ve done, and i think thats what ClockworkOcean suggested.

you can either use math like you’ve done, or you can also use a custom stencil. you could in theory drop a mesh that renders to custom depth stencil, and you then use that as a mask.

math is probably faster, but also could be harder to set up and adjust.

The pictures work for me :slight_smile:

You need to use this material graph as the input for a lerp

B&WPP

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