"Object rendering filter" for cameras

Hi !

I am searching a way to hide objects for specific cameras (XR rig cameras for instance) tagging them but I cannot find an easy way to do it (I used to develop under Unity which have layers to set on objects and culling mask to set on camera to achieve that).

Could you help me to achieve this kind of filter ?

Regards

The answer to this one is going to varying depending on what you’re trying to accomplish.

SceneCaptures

  • “Hidden Actor” list will not draw the specified actors when drawing the scene capture to a render target
  • The “Show Only Actors” rendering mode will only render the specified actors
  • Recently we added a “Visible In Scene Capture Only” and “Hidden in Scene Capture” options to UPrimitiveComponent so that you don’t have to manage the Hidden Actor/ShowOnly Actor list for multiple scene capture components.

First Person Views

  • Also fairly recent, we’ve added the option to specify a primitive’s “First Person Primitive Type”
  • Pairing that with “Owner No See”/“Only Owner See” would enable you to have both a first- and third-person representation of the character in the same actor without having to do anything tricky to move the third person mesh “out of the way” of the first person stuff

Holdouts

  • We’ve started work on a new plugin called Holdout Composite so that media players can bypass things like TSR and tonemapping and it’s available with 5.6

Linear Content/Movie Render Graph

  • If you’re rendering out cinematics or anything for linear content and offline compositing, you’d use Movie Render Graph and Render Layers to mask out different primitives into different layers. My colleague Shaun Comly wrote up a great tutorial for this.

Augmented/Mixed Reality

  • This one is a little trickier, and really only relevant to the AR/MR world, you can disable “Render in Main Pass” but keep 'Render in Depth Pass" enabled and it’ll treat the primitive as a kind of depth blocker, so anything rendered behind it will fail its depth test so you can make it look like something is passing behind a real-world object.

Editor-Only

  • If you’ve got something like a helper icon that you want visible while editing, but not visible in the actual application you’d set “Visible” to true, and “Hidden In Game” also to true.

Does that help at all? If there are other use-cases I missed I’m happy to dig in on those.

Great! Keep me posted!

Hi Matt,

Thank you for you quick and very detailed answer, that helps :slight_smile: .

I think the “first person view” and “scene captures” paragraphs are what I’m searching for.

I have to test that, I don’t know when but as soon as I try, I give you feedback :wink:).

Regards

Hi Matt!

I just stumbled upon your post when looking for answers to an adjacent question.

I’m trying to create an AR render to composite on top of a camera feed in an external software (utilizing LiveLink FreeD and NDI), and started wondering if it would be possible to render a shadow without having to render the object it’s being cast on, in order to have the AR objects appear to cast shadows onto the real set (see image 1).

Do you have ideas on how this could be achieved? A filter of sorts was my first idea, which landed me here, but on second thought that may pose some challenges.

Cheers!

-Topi

Image 1: Pillar on a plane on which a shadow is being cast, composited on a live camera feed of a stage.