Anyone knows how to use Geomerty Mask Plugin experimental, can find any infromation in the whole www.
Hope for some info about it.
The Unreal team should put some documentation on this.
Anyone knows how to use Geomerty Mask Plugin experimental, can find any infromation in the whole www.
Hope for some info about it.
The Unreal team should put some documentation on this.
First I’ve heard of it Based on the thumbnail alone, it looks like the type of effect you could get from using Custom Stencils in PostProcess material, or for linear outputs you can use Render Layers or other kinds of masking. Is there something that you’re trying to achieve that other native features cannot do?
Hi Stephen!
I have purchased the Runtime Screenshot Pro plugin from the market place. Needed the Mask Custom Depth in that plugin so I can mask screenshot with mask in the build. It works in the Editor but not in the build. And the one who made this plugin don’t reply on this. Think he knows it’s not working so he doesn’t reply on this. So I was thing maybe this one will work to use. Have you got it to work in a build?
Thank you for asking. Im new to Unreal, just 4 weeks into it, Unity forced me to leave their platform with their greedy terms after so many years with since Unity 1.0.
Kind regards
MegaVarg
Not familiar with that marketplace plugin. Sorry.
So these are for in-game screenshots? For offline renders from the editor you’ll want to look into Movie Render Queue, which has Stencil Layers. There’s a community tutorial for it too. There are ways to use Movie Render Queue at runtime, but that’s complicated.
To get stencil masks showing up during gameplay, you’d probably just use a Post Process Material that you reference in your Post Process Volume. You can set a unique color per Stencil ID or just go black and white for the whole image.
I believe there’s a project setting for something like “Output Alpha”, but taking a screenshot and having that black and white mask be a transparent PNG is probably not going to work by default with the common HighResShot console command. So not sure how far you’re trying to take it.
Hej Stephen,
I have made a sphere with inverse normal and put a material on it and set it Surface, Transparent and Unlit in with dark green color, like the same green color that you get on gaming tables. I take screenshot renderer Raster and render with Path tracer in 4k and it works better and Unreal own Depth Custom Mask, because Unreal has no antialiasing on it not enough anyway, so the Mask does not match with the object you want to take a picture of. You get white around the edges and it doesn’t look good. It works best with Path Tracer. This way that I did is enough for now. I just need to use like Photoshop and use color range twice and it will be perfect.
You must make settings that the sphere does not give or receive shadow and is not visible in reflections, but that it can be seen by Raytracer otherwise you cannot render with Path Tracer. Anyway, I’m happy with it and it works in build. Works very well, actually.
If anyone wants to know more, I can try to explain better when I have time.
Now it’s the weekend here in Sweden.
Have a nice weekend.
Best regards
Mega Wolf