Hi! I am working on something that I need to show the scene one eye with a grayscale, and another eye with full-color. I am using unreal 4.23.1, HTC Vive Pro Eye. Can you suggest how can I do it?
To do that you would need to add a postprocess material that switches from which eye is currently being rendered.
To detect the current eye, see this:
So, you meant that I have to manipulate the material and texture
as post-processing for each eye? I guess UE is different.
I can now use the PostProcessVolume >> Post Process Materials and use a custom material with desaturation to make scene grayscale. But this is happening for both of the eyes. Can I use 2 PostProcessVolume for each of the eye?
You don’t absolutely have to use postprocessing. An alternative would implementing the desaturation logic into each material on every object, but that would require editing every material you are using.
It’s not possible to make per-eye materials, but like I posted in the link above, you can use a Custom node and If node to switch between effects in a single material.
Won’t be a time-intensive job? For instance, I am working with large scenes, with numerous materials. Editing each material separately will take too long.
Yes. I would personally go with the postprocessing method for PCVR.