Cross Fade Between Cameras

Hello,

I have been working on an effect in which the view will interpolate between two locations in the scene. My method is summerized as folows:

  • Use a Scene capture component on the camera to render the current view of the camera to a texture.
  • Have a post process material disaply this texture as afull screen overlay
  • Move the camera to a new position
  • Have the post process material lerp between the texture and the current scene texture from the camera

The effect is almost complete except for a few hicup I’m hoping for some input on.

The image that the scene capture component creates is not exactly the same as the image the camera is displaying

The captured texture is offset by a few pixels. Some settings I have verified:

-The camera and the scene capture component have the same FOV and transform.
-The render target texture is the same resolution as the viewport.
-The post process is displaying at %100 sceen percentage

Any input is appreciated. Perhaps there is there a more straight forward way to create this effect?

Thank you.

Have you looked into doing fades in Matinee? If not try the following in Matinee.

Create a Director track, don’t set any key frames.
Then create a Fade track for Director, set it’s keys as you wish.
Finally when you set the matinee to play from level start(or with an event in BP) you’ll get full screen fade in and out.

If that is not what you want try the following How - To tutorial.

Hope it helps

I have managed to do this, but I want to fade camera to camera. Without the black screen. Is that possible?

I’ve been thinking about this for some time. Any suggestions always point to “fading” and not “Crossfading” which is the overlaying of a secondary camera over primary with a smooth transitioning until the Secondary becomes primary.

The only way I think you could do this is by using Render Target 2D, with a 1:1 render target texture resolution. Then overlay the Render Texture onto the player’s view then fade it in, then switch to that camera when the opacity is 100%.

The problem with this is that you’re literally rendering two high resolution cameras at the same time, which is very taxing on the system. So using a lower resolution render texture may work, which you can see done in a lot of games over decades.

I hope my booze addled brain gets this idea across clear enough for you to experiment with. :slight_smile:

this may be a bit too basic but have you tried “Set View Target with Blend” http://imgur.com/Hx5l0P3

That Node transforms (Moves) the current camera into the location of another camera. That is not “crossfading” or “fading” at the least.

check out the stylized demo, it has kind of a blend effect into a scene using post processing - maybe you could use + the other cameras feed from a 2d capture as the blended material

The link i posted earlier already explains how to make something similar. :stuck_out_tongue: But it has limitations since you cant control render target size in run time.

I can confirm its a really good tutorial. I was able to implement it into my cutscene to good effect, with proper optimization that is. :smiley: