Hi there.
I’m trying to render SceneDepth to a texture with a post-process material, and I’m seeing some strange non-linearities in my depth values. I have two questions:
- If I have a SceneDepth post-processing material (at the “replace tone mapping” location), are there still other affects which could affect depth measurements?
- Is there a simple way (blueprint or C++) to extract a raw, untouched Z-buffer for a render target?
Thanks!