Hey! I’m trying to use a SceneCapture camera to capture the current scene onto a render target and convert it into a black and white mask, where everything is white except for some actors that are a black silhouette (no greys).
I solved it by adding a white plane in the background and a copy of the static mesh in each actor but with a black material, and then making these meshes only visible to the SceneCapture camera. This actually worked but seems needlessly complicated, so I’m wondering if anyone has a better solution? I’ve also tried to change the post process effects on the camera to squash the colors such that only black and white remains, but this makes meshes with lighter color disappear. I also solved it by adding the render target with a certain capture type to a material and plugging it into the emissive channel, but I need a texture of some kind and not a material. Perhaps this solution could be used by converting the material to another render target, but how expensive would that be? It can’t be a static texture as the scene will change and the mask has to keep updating.
Edit I have managed to get it black/white by adjusting gamma and removing the background plane. However, it is inverted compared to what I want. If there is some way to invert the colors in blueprint that would also solve it.
Edit 2 I managed to solve it on my own. If anyone else is struggling with this, you can easily create masks using the custom depth or stencil buffer!
Thanks!