I trying to render out PNG Sequences with different buffer visualization mode and I found the code where it launches the game in movie capture mode and there a line where it checks whether buffer Visualization dumping is enabled or not but I don’t know how to enable it. Here is the part of code where it checks:
// If buffer visualization dumping is enabled, we need to tell capture process to enable it too
static const auto CVarDumpFrames = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFrames"));
if (CVarDumpFrames && CVarDumpFrames->GetValueOnGameThread())
{
EditorCommandLine += TEXT(" -MATINEEBUFFERVISUALIZATIONDUMP");
}
So is there a way to enable it?
Thanks,
Hey -
You should be able to go into your level blueprint and add an execute Console Commands node before you play Matinee and set one of the viewmodes there. Your Matinee will render our in the viewmode.
A list of the commands can be found here, Viewport Modes in Unreal Engine | Unreal Engine 5.2 Documentation
Thank You
Eric Ketchum
I tried that but I couldn’t find the console command for Roughness, specular, metallic and some others which are inside Buffer Visualization mode options.
But anyways i found a solution where i making a post process material and using scene texture ID for each individual passes.
Thanks,
I am actually making a post process material and applying it to the blendables to the post process volume.
In post process material use Scene Texture node and in it you can select particular buffer pass and apply to the emissive. Here is how I did it
here is the link that I followed:
I am assuming this is what you want to know. Let me know if you need more information.
Thanks,
can you check inside your post-process material that its blendable location is “Before ToneMapping” or “After ToneMapping”.
It should be before “Before ToneMapping”. If that doesn’t work then go to your project settings and inside “Rendering setting”, go to post-process setting and turnoff all other setting except “Ambient Occlusion”. Mostly that should work.
Thanks,