Why is SceneCapture not rendering exactly as main camera?

Hi!

I am using a SceneCaptureComponent2D to render a view to a TextureTarget and I need the output to exactly match what is seen by the main player’s camera.

Examining the results, it looks like indirect lighting is not calculated (see images below). I am using Lumen but the same happens with Screen Space GI. I am at a loss trying to identify the cause.

Is there any render expert that could help me investigate this further?

These are screenshots that outline the difference between Player’s Camera (first image) and ScreenCapture (second image)


As extra info:

  • Capture Source setting is “Final Color (HDR) in Linear sRGB gamut” (but I tried all the rest)
  • Texture Target has a gamma of 2.2f and uses the RGBA16f format.

I’m having the same problem, except maybe worst, Have you found a Solution? does anyone know?

Mine seem to have more extreme contrast of light and shadow as well

Hey sorry I just saw your reply. No I actually abandoned the feature dependent on screen capture in my game due to this. I’d love to hear if someone can explain it though, it still bugs me :smiley:

In 5.1 they added the ability to enable Lumen in scene captures. Prior to this release it wasn’t possible without modifying the engine a little. This is probably why you saw a difference. It is disabled by default for performance reasons, but now you should be able to match the look.

oh, thanks for the heads up!

I had updated to 5.1, but i don’t know which properties i should set in detail panel of SceneCapture to solve this problem.