We used a SceneCapture2D component to render a model in order to display it on UI. It was worked perfectly until we packaged it to windows build. The model always used low level mipmap and therefore the model is blurry. We found that disable texture streaming or set texture mip gen setting as NoMipmap can solve the problem. So we thought it must has something to to with texture streaming. And we found a solution to deal with this: put the model closed enough to the main camera and rendering it on the SceneCapture2D. It seems that UE4 will take the model and camera distance into account when streaming texture.
The question is, if a model is not rendering in any camera but just SceneCapture2D, will it used distance between rendering model and camera to compute the mipmap level?
We don’t want to disable texture streaming in our game, or set mip gen setting as NoMipmap, either. Because the spectacular part on model will become blinking if normal texture has no mipmap at all. Also, we want the model displayed in SceneCapture2D is far away enough from main camera. Main camera is rendering a quite different scene so we don’t want to put the model near it.
Did anyone find a solution to this without disabling mipmaps or moving the scene close to the player camera? We use it for UI display and the 3d models displayed have to be far away from player location.
I’ve got a better solution for this - basically you need to let the texture streaming system know about the world position of your capture component so that it will stream in content close to that location as well as player cameras.
The API you want is IStreamingManager::AddViewInformation, something like this:
Solution:
To address the blurriness issue in SceneCapture2D without disabling texture streaming or setting NoMipmap, try this:
Set “Force Mip Streaming” to true on the primitive component associated with your model.
This should help maintain the desired level of detail without compromising overall quality. myAARPMedicare
Last time I had blur issues with RTs they were acrually due to engine bugs and the screencapture not ignoring the athmosphere/athmospheric fog.
So there is a possibility for that to still be the case as well.
Additionally.
Behind the current camera is the closest spot you want your stuff to be.
Its outside the fustrum. Invisible in game anyway, and only visible to the RT.
where you place it doesn’t really matter. May as well be linked to the player.