Print a post process on Texture


I want to save the output of a postprocess into a UTexture2D. The application and more context was explain in this short post : Output material to render target

Best regards,

Hey Robinsondesbois,

I am pretty sure what you are looking for is the Render to Texture blueprint function, which you can read how to set this up in the link provided below.

Render to Texture Blueprint

Let me know if you have questions.

Thank you,

Hi :slight_smile:

The thread : Render an Unwrapped Static Mesh Material to Textures is exactly I want :slight_smile:

But I didn’t understand the workflow. Can you explain were I put my input mesh and material and my output texture ?

Thanks a lot !


I look up how put the output of the blueprint into a render target but I didn’t found :frowning:

EDIT : I modify my material in unlit mode to disable shadow.

Some help please ? :slight_smile:

So you want to be sure you keep the High Resolution Screenshot Tool open, and that you have selected the 'Include Buffer Visualization Targets. You then want to lay your Static Meshes on the blueprint plane. Use the image below as a reference.

Would you clarify on what you are trying to do after rendering the screenshot to a texture?

Thank you,

Hum… I don’t want to make a screenshot. I want to modify the texture of a mesh. For that I want to work on the UVspace in a material. So I want the output of the renderToTexture on input of a other material each frame.
The aim is to make a painting tool at runtime.

Thank you,

That is going to require a good bit more set up. In order to edit your textures at runtime, you will need to expose some of the functionality from the this blueprint however. This is going to be something that is not easy to do and will be hard to optimize performance.

Take a look at this Forum post which goes over this topic briefly.

Runtime Paint

Thank you,

I already read this post. I don’t want to make a vertex color painting because I have a lowpoly mesh. So I want to paint into a texture.
Concerning the optimize performance it isn’t important ^^

Thank you,

If you can figure out a way to sample the pixel color of your mesh, and then take a color of your choosing, and replace it then you will have the functionality you want. This is something that would not be easy to implement, and has been attempted by others with little success at the moment. Perhaps you can have more luck.


Ok ^^

I’ll share my result if i found. Thank you for your help :slight_smile: