Screenshot Pro is an editor utility that acts as an all purpose camera manager, great for architectural visualization.
Screenshot Pro creates a running, paused instance of your scene at capture time at the specified resolution to ensure the highest possible quality, preventing the usual blurry artifacts when using the built in high resolution screenshot tool. This can be quite performance heavy so be weary of this when rendering at high resolutions.
The Pre-Capture delay setting allows you to determine how many frames to accumulate allowing temporal effects like Temporal Anti-Aliasing and Raytracing to resolve fully. (This does not currently use the new Render Movie Manager in 4.25 but integration is planned for future updates.)
I am a spanish architect who just purchased your plugin “Screenshot Pro”. I think it’s a great tool but I am finding some troubles to make it work properly. I would appreciate if you could please help me solve my problem:
I have a very small scene with 1 room and 1 furniture element that I need to “photograph” from several point of view. Also, I have a postprocess volume with enabled raytraced reflections, AO, etc…
Performance is not an issue since it works perfectly fine at more than 60 FPS. For the shot I have placed a Cinematic Camera Actor.
Then, when I use ScreenShot via UE4 (version 4.25.4) usual method, it works as always, but when I activate your plugin and capture the scene (1 frame-photo) the result is the same image but much more dark. It seems like it affects exposure somehow and I cannot find the reason.
I have tested several parameters, such as Pre-Capture Delay but it won’t work. I bought your plugin since I have to produce a large amount of screenshots for a project and I found it quite handy. Please help me solve this issue
Hi! Thanks for your response. You were right! I have been doing some tests with manual exposure by disabling autoexposure in the “Project Settings” menu. This solved the problem about exposure changes. Thank you!
Thanks man, Would be great for productshoots to be able to mask it out in post-production! For me to get MaskUsingCustomDepth to work i had to enable Render custom depth pass in the detailspanel of the actor in the scene as well. But i don’t know if you meant that.