rendering a 3d character as part of UI in front of 3dscene

hello here’s the kind of effect i am going for

I’m not sure what’s the best approach to achieve this kind of effect. Maybe you guys can share some thoughts or ideas.
the character is rendered(fully 3d and animated) in front of the 3d scene of the player(probably as part of the UI), her lighting completely different and always static no matter the scene. I was thinking about doing a big “box room” with lighting setup for each character and a camera with scenecapture2d against chromascreen and then render that in a camera that overlays it as part of my UI, but I’ve been running into keying problems(well, kinda fixed them) with the character, not to mention that to get enough resolution(still not enough to be honest even tho im already at the max which is 2048) I need a ridiculously large rendertexture.

So…is there a more optimal way to achieve this? please lemme know. thanks

ps: just to be clear, I am talking about the girl in the yellow suit.

Create a Scene Capture for your character:

  1. Projection Type: Orthographic
  2. Ortho Width: 120
  3. Texture Target: Your created Texture Target
  4. Primitive Render Mode: Use ShowOnly List
  5. Capture Source: Scene Color HDR in RGB, inv Opacity in A
  6. Show Only Actors: Choose your Character

Texture Target:

  1. Size x: 1024
  2. Size y: 1024
  3. Texture Group: UI

Create a material out of your Texture Target

  1. Material Domain: User Interface
  2. Blend Mode: Masked
  3. RGB goes in Final Color
  4. From A put a 1-X node which goes into Opacity Mask

In your widget, add an Image and set your created material

Or you create a video of your character and play this video in your widget.

2 Likes

thank you. it’s working a lot better ( more resolution). Very well explained :slight_smile:
only caviat is that for some reason it’s not updating the lighting into the render target(and the image seems a lot brighter than the actual character the camera is looking at.not entirely sure why that is

Hey, sry for my late response. That is beauce of using the Orthographic mode (my fault). So, to get your real color, you have to go to your SceneCapture and change its Projection Type to Perspective. Now you have your real colors BUT you also have the atmosphere as the background. In your SceneCapture there is an option GeneralShowFlags(details panel), disable Atmosphere. Now your atmosphere is gone, but you have a black background. To change that, you have to go back to your material (not your render target, the material from it). Instead of using the Masked Blend Mode, change it to Translucent. If you want to change the picture of your character you can also add a lot of options in your SceneCapture (post process settings) or in your material Multiply your RGB with a Constant. If it is lower than 1 the picture gets darker, if it is greater than 1 it gets brighter.