UE5 Support Lumen on Render Targets?

Do you think we will be able to see Lumen rendering techniques inside a Render Target?
I’m trying to capture a 360° using Render targets but when using Lumen in the scene, it doesn’t seem to work on Render targets.

Thanks!!!

Tested on the official release of UE5 and still no luck to make it work.
Do you think it will be supported in a near future?

I have managed to make Nvidia Ansel work with UE5 final release and it works really good by capturing 360 images with lumen enabled. Copy Nvidia Ansel from UE4.27 to UE5 engine folder. Open a project of ue5 that has c++ source enabled fix the errors showed in visual studio and build the engine file. Now copy the Ansel from ue5 to project plugins folder also and start the project. Bam Alt + F2 works and it takes renders from any lighting scenario in UE5.

Yep still doesn’t work with 5.3

That is still broken in the new 5.4 version… I don’t know why they stopped making this work

You can render Lumen into render targets in 5.3 and 5.4… but not for cubemaps. It’s only available in SceneCapture2D.

This means you could, in theory, use 6 SceneCapture2D actors to capture each of the facces of the cube then stitch them together with equirectangular projection inside a material, then draw that to another RT.

However… I suspect you will probably find that Lumen can’t provide a seamless lighting between all the faces, which may be part of the reason why support was never added to the CaptureCube.

Lumen for SceneCaptureCube has been added to UE5 as of about a month ago, but I don’t believe it shipped in 5.4.

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Where did you see that? Can I have a link showing it please? That would be amazing.

image

I haven’t actually seen it demoed, I just saw the update on Github, and you can as well if you link your github and epic games accounts and look up the repository.

Thank you. I’ll definitely take a look at that.

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Wow nice. I was expecting just Lumen there, those are huge improvements across the board.

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