So I’ve been trying the scene capturing using USceneCaptureComponent2D and UTextureRenderTarget2D with Vulkan both on Windows & Linux in UE 4.26. There are a couple of issues as follows:
(2) Transparency material capturing looks not totally reflecting the art.
What would be the recommended settings of USceneCaptureComponent2D & UTextureRenderTarget2D to have a photorealistic captured output?
One option would be to take a capture of the scene using Render Doc or another tool specific to the graphics card. r.rhisetgpucaptureoptions 1 is a useful cvar to use for this.
You could then compare the passed in both the scene captured version and the standalone rendered version for differences. It may be that it parts are rendering correctly until it is performing the tone mapping, or that some specific show flags are not enabled.
Once you have narrowed down which bits are not working, you could then work out which settings need to change to match the standard rendering output.
This method has different capturing pipeline compared to the method I’m using USceneCaptureComponent2D::CaptureScene(), which issues an RHI ENQUEUE_RENDER_COMMAND(CaptureCommand) command then I read the pixel data back using ENQUEUE_RENDER_COMMAND(ReadSurfaceCommand)
So it seems the rendered contents returned by those are different, and is there any specific PostProcessSettings for Vulkan and Transparency capturing that I am supported to configure?