Hey, I’m trying to use render movie sequencer to dump scene metallic texture. I use add custom pass
and Add Render Pass
Metallic, and then I click on Capture Movie
. I found that the captured metallic is somehow related to view. That is, when I move toward objects or backward, the metallic values captured are different, and the value can go beyond 1, even larger than 4(to see value larger than 1, Capture Frames in HDR
should be enabled). I think metallic is a value between 0 and 1, and its value is only texture related, but when what I captured seems not to obey this? And I use Renderdoc to capture the GBuffer B, in which R channel is metallic as documented, the value seems to act as I expected, always in range 0 to 1(this is trivial as the R channel is UNorm) and don’t vary with the view, that is, no matter how I move, the value I captured in renderdoc is exactly the same.
This issue happened in UE4.25.4, with official Sun Temple sample scene.
Here are some examples I captured using Sequencer Render Movie
.