I’m trying to generate a static texture using the SceneCaptureCube to be used for a fake interior, I want the resulting cubemap to be blurry so that its more like looking into a room through frosted/blurred glass.
This person on youtube managed to do it, from the comments he says:
“using a scenecapturecube actor, you
can capture a static texture from it
(and you can use the depth of field in
that actor, to make it blurry)”
However for the life of me I cannot figure out how or where you’re supposed to set up the DOF. The actor itself seems to have no lens or depth settings and seems to completely ignore DOF in post process volumes.
Having failed at that, I moved on to a couple of backup plans. My first idea was to simply reduce the texture resolution significantly, but this didn’t work. Even at exceptionally low resolutions the details in the cubemap remain remarkably sharp through what I can only assume is some sort of HDRI sorcery.
My second idea was to just save the HDRI out, open it up in Krita, then run a gaussian blur on it. This didn’t work either, Krita fails to import it stating that it can’t parse the file. Having a friend open it in Photoshop worked, but it produced noticeable pinching in the blur effect on the top and bottom of the cubemap because it can’t compensate for the distortion caused by the equirectangular projection.
Can anyone give me some idea of how I can achieve this?