I’ve been trying to render to texture a 360 capture of a ue5 scene with a scene capture cube.
When I selec this capture source:
‘SceneColor (HDR) in RGB, SceneDepth in A’
I get this result which is much darker (and has reduced dynamic range) than what I see in my 3d scene.
Then, if I use instead:
‘Final Color (with tone curve) in Linear sRGB gamut’
I get something which looks correct color and range-wise, but now has what looks like 3d geometry shading of an environment cube which I don’t see in my scene. This cube always seems to show up regardless of the scene I’m working on.
Is it possible to get the lighter result without the cube geo showing and export in full 32-bit hdr?