Hi,
packages such as Houdini allow you to define custom render passes that visualise completely arbitrary variables, e.g. to colour-code the scene by asset ID. This is incredibly useful for producing cinematic output, as it gives you huge flexibility in a later compositing stage.
I’d like to add the same functionality to Unreal, but I’m not sure how to achieve this. Some additional variables (e.g. normals, spec, subsurface) can be obtained by hijacking the HiResScreenShot function. But really I’d like to be able to define arbitrary variables, e.g. to pick out specified assets. Do you have any advice as to how to proceed?
Thanks,