I am looking into rendering parts of other levels or sublevels on texture. This is OKay, there are all necessary tools handy and that works great.
However, the universe i’m in is pretty void and i found no way to hide what i want to texture-render from the main camera.
What i tried and what failed:
try to put the other geometry somewhere to render it and hope for the camera to never see it. I can not, i can see everywhere around.
change LOD culling so that the geometry is not seen from the main camera but is from the SceneCapture. I believe there is a bug or something unwanted: the distance only is to the main camera so if the actor is close to scenecapture makes no difference, it will be culled from scenecapture based on distance to main camera.
change far plane to avoir seeing the other level. No luck, i could not get any far plane parameter.
grouping the scene and scenecapture in same level and hide the level: does not work, scenecapture is not active and texture is blank.
Did you try to use streaming level? You can place the geometry in this part of the level, ask to the engine to load it and you choose when you want to show this part of the level. There is an example project showing this in the Content Examples project you can download using the Learn menu item at your Epic’s launcher.
Hi Nilson.
This is still not really what i need to do. Displaying a part of a level at a later time is a different thing.
I feel like i cannot explain correctly what i try to do. Let’s use a video of snapchat’s lensstudio.Stranger Things World Lens - YouTube
This is similar to what i try to do: see a place from the exterior. While going through and moving in the room is a nice thing (and if anyone has an idea of how to do that i’ll take it too) but at the moment, i just need to have a texture showing a view, without ever being able to see with the player camera the original polygons i’m rendering to the texture.
My application is also an ARKIT one. So the effect is same/similar to the video.
If I would replicate what I saw in the video, without being in a VR environment, this is what I would do:
1-create a mesh representing that room (basically a cube)
2-UV unwrap the outside and the inside of the cube
3-for all the faces outside I would associate a single material which would represent a transparent material
4-for all the faces inside I would do the regular material association
5-once inside Unreal, I would create the materials and associate with the mesh
6-while outside collision would be off, once inside collision would be on
7-suposing Im not entering the room, but Im walking in the direction of the room, like, passing by the side of the door, I would just turn the entire mesh invisible (it is trick and need complete tracking from camera and mesh position, but is possible) as to when control this, a volume trigger tighly fit into the entrance door to switch on/off invisibility when camera intersecting with geometry.
If this is nothing like you want to do, maybe is something really connected with VR/AR possibilities and you might want to ask someone with experience in that area, which is currently working with this.
PS: looking to the video, it became more clear, what you meant. I would suggest a different approach on the way you ask, like : 1st goal, 2nd attempts, what worked and what not, the main issue in your post was that your goal was not clear enough… you might not want to share details of your work and this is understandable, the example worked fine.
Hi.
Thanks for the help and explaination on why i failed on being understood. Please let me rephrase, now that the end result is relatively clear.
Let us say that the game consists of a pretty void content, except a vertical plane. We see sky around the plane, all is nice and pretty.
On the plane, i display a texture that is captured from a scene: Think portal and how the content is displayed. Difference is that the textured scene is not part of the actual level, we can not see it elsewhere, we can not go to it. It must never appear on main camera other than on this plane.
I can map the plane, move the capture camera as i like and make it so that it is a portal. No problem.
What i cannot do at the moment is ensure that the scene i capture will not be seen from any angle of the main camera. Remember, everything is very void, there are no walls to hide the captured level.
Hence my attempts to play with lod distance, far plane and level visibility to try to hide. But i am out of ideas.
Im still lost… I think it is language barrier… Do you think you can explain in Portuguese, Spanish, Italian or French? I can mostly understand them very well along with english, if you speak any of those languages, let me know.
Hi. I am afk for a few days but i am preparing an example video of what blocks me. I think i must be missing something obvious and it will make it clear.
Thanks.
Oh, just before i left i found something related to my problem.
Please have a look at this: Render 3D objects in UMG Widget/HUD | EngineUnreal
By the end, it says “Last step, we need to add our CaptureBlueprint to our map, because it will not capture anything if it is not physically present in the world. Place it so that the player will not be aware of its existence (basically outside or under the map).”
And this is exactly my problem. I have no place where to hide the geometry i want to capture, my space is void and i can see very far…
This article is a bit old, i hope that something came in during that period, that enables “hiding the geometry”/“making it invisible to main camera” and still being able to capture.
It will be costly, but you could use about the same trick that it is in the article, but you need to do it twice.
1-you will have the object you want ot hide from you scene in a bottom the floor
2-you will capture it and use the texture on the part above (see below)
3-if you need the object you capture to have the same background as the top floor, you need to capture the top floor background and add the capture to the bottom capture, and in the end you will use this on step 2.
Thanks for the idea.
Well, first i did not go that route because i wanted to have a non-hacky way. I find the idea interesting, but i do not think i would be able to get the “portal” effect as fully as i would need.