Hello, I want the scene capture to render certain materials differently, like illustrated below:
The material is originally rendered green, but I want it to be rendered red when inside scene capture.
Is there any way to achieve this?
Hello, I want the scene capture to render certain materials differently, like illustrated below:
The material is originally rendered green, but I want it to be rendered red when inside scene capture.
Is there any way to achieve this?
Hey there @CabbageOni! Hrm, I’m not sure if SceneCaptures can use custom post processing stencils, however I do know of a somewhat inefficient way to pull this off depending on your use case.
How complex are your objects and how many are their going to be? Is it just going to be a single mirror world McGuffin style of thing or is it going to be lots of materials?
It’s kinda complicated… I’m currently using opacity mask with dithering to render half-translucent object. When on scene capture, I wanted it to ignore translucency (basically setting opacity mask value to 1.0 always). And I thought it would work out if I can assign different materials per scene capture.
For the material to assign, it would be a single material, no variation whatsoever. Objects are detailed (assets from Quixel Bridge) and there’s a lot of them.
Ahhh that was my first thought as well, using the filter to be able to exclude translucency or another portion, but it seems like that isn’t as viable. The other hacky method I’d seen for (a very simple game with basic primitives) was an instanced SM over a normal SM and hiding ISMs from the scene captures. Since we don’t have access to the shaders directly, it’s likely to pull this off without tricks would require source edits. I’m still tinkering on my side to get a way to do this that isn’t so inefficient, but that’s definitely a fun use case!
That’s an interesting solution, though I also have animated skeletal meshes to render. Guess I’ll have to look for other options, thank you for the reply!
No problem! I wish I had an easier to implement answer or at least an efficient hack, but your use case makes me believe it’d be hard to do this efficiently without digging into the Scene Captures source. If you think of a more efficient way to pull it off with or without source edits, let us know!
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