Is it possible to have a different HDRI with each camera

I’m exploring Unreal Engine to create still images for architectural visuals as an upgrade coming from Twinmoton.

So far Unreal checked every box and I’ve only 1 thing left that I can’t find if it is even possible. For each visual of our projects I want to be able to tweak lighting settings, including rotating or changing the HDRI between different renders. Is this possible? Using the HDRIBackdrop this seems to apply to the entire level and can’t be connected to individual camera’s.

The PostprocessVolume is able to apply some lighting changes but not to the actual HDRI backdrop. So this option wouldn’t be sufficient.

Can anyone tell me if there’s a solution for this?

ChangeHDRI

Follow the instructions:

  1. Create BP_CineCamera:

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  1. Add ‘Cubemap’ variable:

  1. Add two events to save and load:

  1. Enable the ‘Call in Editor’ flag:

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  1. Place some cameras on your level and choose for every one the desired cubemap or save the existing:

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  1. Then just load the needed cubemap when you want.

This approach works with other stuff like lighting etc. You can made more complex scenarios with sublevels, save game objects and others.

My Products

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Thanks a lot for this comprehensive response!
It’s a bit more complex then I hoped for, but as long as it works it won’t matter in the long run :slight_smile:

However I’m unable to find a couple of nodes. The ‘Traget-Cubemap’ and ‘Target-Skylight’ I can’t locate, not sure where too look for them.
I’m also unable to add the ‘Target’ input for the ‘Set’ node in the Load string or find the node that has both inputs.

It’s really great if this will also work with other stuff. I’m assuming it requires a similar node construction to include/exclude certain variables.

Vars

Very helpful! Got the nodes working and can save different HDR per camera, however they don’t actually show up. It doesn’t override the HDRIbackdrop actor, feels like I’m missing one last step.

Wonderfully it fixed itself, coming back into it today it works as intended :person_shrugging:

Thanks for all your help!

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