# \#depth

**URL:** https://forums.unrealengine.com/tag/depth/1017.md

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## [Depth map Broken Movie render queue ](https://forums.unrealengine.com/t/depth-map-broken-movie-render-queue/2735192)

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**Author:** [@EN\_VAGYOK\_AZ\_UR](https://forums.unrealengine.com/u/EN_VAGYOK_AZ_UR)\
**Replies:** 1\
**Last updated:** [July 13, 2026, 6:50pm UTC](https://forums.unrealengine.com/t/depth-map-broken-movie-render-queue/2735192 "2026-07-13T18:50:16Z")

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Hi, When rendering the depth pass has these wierd artifacts around the edges of the sky. Is there a way to fix this? I Rendered it in movie render queue, exr 16bit dwaa, the depth pass is 32bit. Thank you:)

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## [Bug- Path Tracer depth pass is two frames off](https://forums.unrealengine.com/t/bug-path-tracer-depth-pass-is-two-frames-off/2710903)

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**Author:** [@JakeCreate](https://forums.unrealengine.com/u/JakeCreate)\
**Replies:** 0\
**Last updated:** [April 2, 2026, 5:34am UTC](https://forums.unrealengine.com/t/bug-path-tracer-depth-pass-is-two-frames-off/2710903 "2026-04-02T05:34:07Z")

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Title says it all. When I render out of path tracer and comp it in Nuke, I noticed weird ghosting artifacts like my depth pass wasn’t lining up with the beauty. Sure enough, I had to offset the depth pass by two frames, …

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## [Does the CustomDepth have different precision in the forward renderer?](https://forums.unrealengine.com/t/does-the-customdepth-have-different-precision-in-the-forward-renderer/481347)

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**Author:** [@amoffat](https://forums.unrealengine.com/u/amoffat)\
**Replies:** 2\
**Last updated:** [January 20, 2026, 11:09am UTC](https://forums.unrealengine.com/t/does-the-customdepth-have-different-precision-in-the-forward-renderer/481347 "2026-01-20T11:09:02Z")

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Hi, I’ve written a post-process material that uses CustomDepth and SceneDepth. I’m also using the forward renderer. In my material, when I compare CustomDepth and SceneDepth, they never match, and it requires me to do so…

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## [World Offset (depth) with Fracture and Geo Collections](https://forums.unrealengine.com/t/world-offset-depth-with-fracture-and-geo-collections/2663537)

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**Author:** [@Zuzzzzza](https://forums.unrealengine.com/u/Zuzzzzza)\
**Replies:** 0\
**Last updated:** [October 8, 2025, 7:25pm UTC](https://forums.unrealengine.com/t/world-offset-depth-with-fracture-and-geo-collections/2663537 "2025-10-08T19:25:41Z")

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So I’m building a game about fracturing stones. I wanted to use PBR materials with depth (so that it makes verticies stick out) but cannot make it happen. Using world offset makes meshes break at the seams of the UV - w…

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## [Why is "Output Depth and Velocity" off by default on translucent materials?](https://forums.unrealengine.com/t/why-is-output-depth-and-velocity-off-by-default-on-translucent-materials/2654876)

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**Author:** [@X-perto](https://forums.unrealengine.com/u/X-perto)\
**Replies:** 1\
**Last updated:** [September 8, 2025, 7:10pm UTC](https://forums.unrealengine.com/t/why-is-output-depth-and-velocity-off-by-default-on-translucent-materials/2654876 "2025-09-08T19:10:42Z")

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Hey everyone, I noticed that Output Depth and Velocity is disabled by default on translucent materials. Wouldn’t it make sense to always have it on? From what I’ve seen there doesn’t seem to be a performance impact, and…

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## [Vision cone using post process material ](https://forums.unrealengine.com/t/vision-cone-using-post-process-material/2632343)

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**Author:** [@I-DeZ-I](https://forums.unrealengine.com/u/I-DeZ-I)\
**Replies:** 3\
**Last updated:** [August 9, 2025, 6:39pm UTC](https://forums.unrealengine.com/t/vision-cone-using-post-process-material/2632343 "2025-08-09T18:39:47Z")

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Hello guys. I’m trying to make a dynamic vision cone using post process materials. I’ve manage to calculate the cone in the material from player location and forward vector with a desired angle and max range. Everythi…

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## [Render Screen-Space Widget Behind Character?](https://forums.unrealengine.com/t/render-screen-space-widget-behind-character/456422)

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**Author:** [@FrozenHarlequin](https://forums.unrealengine.com/u/FrozenHarlequin)\
**Replies:** 9\
**Last updated:** [December 25, 2024, 12:24pm UTC](https://forums.unrealengine.com/t/render-screen-space-widget-behind-character/456422 "2024-12-25T12:24:39Z")

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I’m currently trying to make Life is Strange-style UI elements that always face the camera, are placed at a specific location in the 3D space of the level and that are rendered on-top of every 3D element except for the p…

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## [Transparency per-vertex sorting](https://forums.unrealengine.com/t/transparency-per-vertex-sorting/325275)

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**Author:** [@anonymous\_user\_6f08600d](https://forums.unrealengine.com/u/anonymous_user_6f08600d)\
**Replies:** 1\
**Last updated:** [September 30, 2024, 6:50am UTC](https://forums.unrealengine.com/t/transparency-per-vertex-sorting/325275 "2024-09-30T06:50:05Z")

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So I’m aware of the problems with transparency sorting algorithms, in that per-pixel transparency is currently a somewhat unsolved problem. However, because of this, Unreal seems to have opted to force object-based trans…

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## [About SceneDepth to real-world Distance from camera center to the scene](https://forums.unrealengine.com/t/about-scenedepth-to-real-world-distance-from-camera-center-to-the-scene/1783751)

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**Author:** [@EDDshotM4chine](https://forums.unrealengine.com/u/EDDshotM4chine)\
**Replies:** 1\
**Last updated:** [July 22, 2024, 12:58pm UTC](https://forums.unrealengine.com/t/about-scenedepth-to-real-world-distance-from-camera-center-to-the-scene/1783751 "2024-07-22T12:58:47Z")

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Hi everyone, I’m currently using the sceneDepth in post processing in Movie Render Pipeline(with distance scaling factor set to 1 rather than 2048) to capture metric depth estimation kind of dataset, but the depth values…

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## [Depth to World Position](https://forums.unrealengine.com/t/depth-to-world-position/315962)

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**Author:** [@pylb](https://forums.unrealengine.com/u/pylb)\
**Replies:** 10\
**Last updated:** [June 13, 2024, 3:35pm UTC](https://forums.unrealengine.com/t/depth-to-world-position/315962 "2024-06-13T15:35:09Z")

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Hi, In a post process material, what would be the best way to get the World Position of a pixel rendered in the CustomDepth GBuffer? I tried CameraPosition - (CameraVector \* CustomDepth.r), but the result is obviously …

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## [Feature request: show how many GB need to store depth maps for calculations](https://forums.unrealengine.com/t/feature-request-show-how-many-gb-need-to-store-depth-maps-for-calculations/1882334)

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**Author:** [@Oleg\_Postoev](https://forums.unrealengine.com/u/Oleg_Postoev)\
**Replies:** 1\
**Last updated:** [May 31, 2024, 12:04pm UTC](https://forums.unrealengine.com/t/feature-request-show-how-many-gb-need-to-store-depth-maps-for-calculations/1882334 "2024-05-31T12:04:11Z")

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It’s already take 200+ GB on system disk and how many more it needs I don’t know. It would be helpful to show this info before or at beginnig of calculations.

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## [SceneCapture Depth as Texture](https://forums.unrealengine.com/t/scenecapture-depth-as-texture/434150)

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**Author:** [@anonymous\_user\_c3e69a5a](https://forums.unrealengine.com/u/anonymous_user_c3e69a5a)\
**Replies:** 4\
**Last updated:** [March 28, 2024, 2:33pm UTC](https://forums.unrealengine.com/t/scenecapture-depth-as-texture/434150 "2024-03-28T14:33:14Z")

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Hi, I want to get a depth map from a specific view. And I want it as texture because I want to be able to access the data in C++. So I did the following setup. I placed a SceneCapture2D in the view I want. In the render…

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## [Post Processing material (see through wall) doesn't overlap other materials with same property](https://forums.unrealengine.com/t/post-processing-material-see-through-wall-doesnt-overlap-other-materials-with-same-property/783329)

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**Author:** [@Suundumused](https://forums.unrealengine.com/u/Suundumused)\
**Replies:** 5\
**Last updated:** [October 10, 2023, 10:23am UTC](https://forums.unrealengine.com/t/post-processing-material-see-through-wall-doesnt-overlap-other-materials-with-same-property/783329 "2023-10-10T10:23:25Z")

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I am creating Post Processing material for certain meshes to be seen through the wall, however I have another material with the same property, but it only works for OutLine, the problem is that meshes with stencil ID of …

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## [Unable to render Custom Depth with translucent material applied](https://forums.unrealengine.com/t/unable-to-render-custom-depth-with-translucent-material-applied/285452)

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**Author:** [@Tom\_Looman](https://forums.unrealengine.com/u/Tom_Looman)\
**Replies:** 11\
**Last updated:** [August 11, 2023, 5:01pm UTC](https://forums.unrealengine.com/t/unable-to-render-custom-depth-with-translucent-material-applied/285452 "2023-08-11T17:01:23Z")

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I’m unable to see the mesh rendered into Custom Depth while I have a translucent material applied. This does work with any opaque material. Nasty workaround is to create a blueprint with second copy of mesh (gets works …

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## [Render only depth](https://forums.unrealengine.com/t/render-only-depth/379288)

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**Author:** [@Obscura90](https://forums.unrealengine.com/u/Obscura90)\
**Replies:** 9\
**Last updated:** [July 28, 2023, 9:12pm UTC](https://forums.unrealengine.com/t/render-only-depth/379288 "2023-07-28T21:12:02Z")

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Is it possible to make something rendering only into the depth? I tried disabling “render in main pass” but then it doesn’t render depth either.

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## [Problem with frosted glass material](https://forums.unrealengine.com/t/problem-with-frosted-glass-material/484100)

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**Author:** [@anonymous\_user\_19ad0c26](https://forums.unrealengine.com/u/anonymous_user_19ad0c26)\
**Replies:** 2\
**Last updated:** [July 27, 2023, 3:00pm UTC](https://forums.unrealengine.com/t/problem-with-frosted-glass-material/484100 "2023-07-27T15:00:04Z")

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Hello everyone! For two days now I have been trying to recreate the frosted glass material like in the screenshot. I’ve reviewed tons of tutorials, but the problem is that unlike most of the tutorials, my object is not …

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## [Get depth/distances/RGBD from Camera Actor](https://forums.unrealengine.com/t/get-depth-distances-rgbd-from-camera-actor/468448)

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**Author:** [@anonymous\_user\_1c565e78](https://forums.unrealengine.com/u/anonymous_user_1c565e78)\
**Replies:** 2\
**Last updated:** [May 16, 2023, 7:43pm UTC](https://forums.unrealengine.com/t/get-depth-distances-rgbd-from-camera-actor/468448 "2023-05-16T19:43:42Z")

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I’m trying to create simulation for generation of synthetic datasets for object detection. For this purpose I need to take RGB image an well as depth field of my objects. Currently I use the Camera Actor for taking RGB i…

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## [Pixel Depth offset and Z-Prepass](https://forums.unrealengine.com/t/pixel-depth-offset-and-z-prepass/793001)

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**Author:** [@johnsu](https://forums.unrealengine.com/u/johnsu)\
**Replies:** 0\
**Last updated:** [March 17, 2023, 2:39pm UTC](https://forums.unrealengine.com/t/pixel-depth-offset-and-z-prepass/793001 "2023-03-17T14:39:48Z")

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Allegedly the z-prepass is rendered without taking material into consideration. So how does pixel depth offset be able to affect depth result? I was able to find the function that apply PDO to depth buffer (in DepthOnly…

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## [Simulate depth camera. Depth settings not working as expected](https://forums.unrealengine.com/t/simulate-depth-camera-depth-settings-not-working-as-expected/408086)

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**Author:** [@anonymous\_user\_450880d0](https://forums.unrealengine.com/u/anonymous_user_450880d0)\
**Replies:** 2\
**Last updated:** [March 15, 2023, 1:33am UTC](https://forums.unrealengine.com/t/simulate-depth-camera-depth-settings-not-working-as-expected/408086 "2023-03-15T01:33:12Z")

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Hi I’m trying to simulate a depth camera. After some research I found that this should be possible with a ASceneCapture2D object and set CaptureSource to SCS\_SceneDepth or SCS\_DeviceDepth. Following this post SCS\_Scen…

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## [Custom Depth Stencil index isnt respected.](https://forums.unrealengine.com/t/custom-depth-stencil-index-isnt-respected/783306)

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**Author:** [@Suundumused](https://forums.unrealengine.com/u/Suundumused)\
**Replies:** 1\
**Last updated:** [March 3, 2023, 11:53pm UTC](https://forums.unrealengine.com/t/custom-depth-stencil-index-isnt-respected/783306 "2023-03-03T23:53:05Z")

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I have a problem, I created a post processing material to see objects through the wall, so I set the material in position 3 of the post processing volume, the meshes that I don’t want to see through the wall I left in Cu…

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## [Depth Based Blending for Tessellation "Invalid node used in vertex/hull/domain shader input!"](https://forums.unrealengine.com/t/depth-based-blending-for-tessellation-invalid-node-used-in-vertex-hull-domain-shader-input/366873)

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**Author:** [@RedIFreeman](https://forums.unrealengine.com/u/RedIFreeman)\
**Replies:** 2\
**Last updated:** [January 3, 2023, 9:17pm UTC](https://forums.unrealengine.com/t/depth-based-blending-for-tessellation-invalid-node-used-in-vertex-hull-domain-shader-input/366873 "2023-01-03T21:17:15Z")

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HI guys, I’ve spent the last few days building on an ocean/coast shader, and i’m trying to make it so that the waves are less intense close to the shore, but get more aggressive and large out at sea. I was planning on us…

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## [Depth Fade with MSAA and Forward Shading](https://forums.unrealengine.com/t/depth-fade-with-msaa-and-forward-shading/453916)

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**Author:** [@Bargest2](https://forums.unrealengine.com/u/Bargest2)\
**Replies:** 1\
**Last updated:** [November 24, 2022, 5:56pm UTC](https://forums.unrealengine.com/t/depth-fade-with-msaa-and-forward-shading/453916 "2022-11-24T17:56:33Z")

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Found this strange outline effect when using Depth Fade in opacity The outline can be fixed with if expression, but this is still a strange bug Happens only with Forward Shading + MSAA

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## [How to change X direction decal fade?](https://forums.unrealengine.com/t/how-to-change-x-direction-decal-fade/381761)

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**Author:** [@Davision](https://forums.unrealengine.com/u/Davision)\
**Replies:** 1\
**Last updated:** [October 29, 2022, 12:10pm UTC](https://forums.unrealengine.com/t/how-to-change-x-direction-decal-fade/381761 "2022-10-29T12:10:49Z")

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A decal in UE4 always fades out the closer the face it is projected on is towards the X bounding scale of the decal. But there are no settings at all for it, when the X size is 500 it starts to fade out at something like…

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## [Disabling Custom Depth Rendering on certain objects](https://forums.unrealengine.com/t/disabling-custom-depth-rendering-on-certain-objects/299716)

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**Author:** [@Tobbo](https://forums.unrealengine.com/u/Tobbo)\
**Replies:** 7\
**Last updated:** [October 2, 2022, 11:46pm UTC](https://forums.unrealengine.com/t/disabling-custom-depth-rendering-on-certain-objects/299716 "2022-10-02T23:46:18Z")

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In my project I have interact-able objects outlined to show that they can be interacted with. The problem is that the outline is shown through the player mesh (third person template). Is there a way to make the outline …

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## [How to use depth priority when debug drawing in c++?](https://forums.unrealengine.com/t/how-to-use-depth-priority-when-debug-drawing-in-c/331014)

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**Author:** [@anonymous\_user\_08c2fdfc](https://forums.unrealengine.com/u/anonymous_user_08c2fdfc)\
**Replies:** 6\
**Last updated:** [July 16, 2022, 1:16am UTC](https://forums.unrealengine.com/t/how-to-use-depth-priority-when-debug-drawing-in-c/331014 "2022-07-16T01:16:29Z")

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For example DrawDebugDirectionalArrow() takes a DepthPriority as a parameter, but I don’t know how to use it. When I give 1 or (uint8)('\\001') it does not appear on the screen ; and when I give (uint8)('\\002') or greater…

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## [How to define range for the scene depth render pass?](https://forums.unrealengine.com/t/how-to-define-range-for-the-scene-depth-render-pass/393032)

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**Author:** [@anonymous\_user\_02adf0f9](https://forums.unrealengine.com/u/anonymous_user_02adf0f9)\
**Replies:** 1\
**Last updated:** [February 8, 2022, 11:40am UTC](https://forums.unrealengine.com/t/how-to-define-range-for-the-scene-depth-render-pass/393032 "2022-02-08T11:40:32Z")

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Hi, I couldn’t find a way to define the rage of the depth channel. I want to render an image sequence with the sequencer including render passes. I added the passes under custom render passes. But the “scene depth world …

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## [Post-process: Material with screen distortion affected by depth](https://forums.unrealengine.com/t/post-process-material-with-screen-distortion-affected-by-depth/452329)

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**Author:** [@leoviale](https://forums.unrealengine.com/u/leoviale)\
**Replies:** 1\
**Last updated:** [November 16, 2021, 11:56pm UTC](https://forums.unrealengine.com/t/post-process-material-with-screen-distortion-affected-by-depth/452329 "2021-11-16T23:56:44Z")

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Hi guys, I’m trying to create an underwater effect using a post-process material effect, I managed to get the effect working. I’m trying to create the effect so it’ll affect the scene more in the background using a Depth…

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## [sceneDepth vignetting](https://forums.unrealengine.com/t/scenedepth-vignetting/414281)

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**Author:** [@mitjaprelovsek](https://forums.unrealengine.com/u/mitjaprelovsek)\
**Replies:** 4\
**Last updated:** [November 9, 2021, 7:39pm UTC](https://forums.unrealengine.com/t/scenedepth-vignetting/414281 "2021-11-09T19:39:55Z")

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Hi, We are using UE4.16 for a science project and need to extract sceneDepth, however it seems sceneDepth exhibits some vignetting on the edges of the screen. I’ve reproduced this problem in a clean project based on th…

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## [How do I make a box mesh whose interior is visible but exterior is invisible?](https://forums.unrealengine.com/t/how-do-i-make-a-box-mesh-whose-interior-is-visible-but-exterior-is-invisible/489197)

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**Author:** [@Schytheron](https://forums.unrealengine.com/u/Schytheron)\
**Replies:** 4\
**Last updated:** [September 27, 2021, 8:54am UTC](https://forums.unrealengine.com/t/how-do-i-make-a-box-mesh-whose-interior-is-visible-but-exterior-is-invisible/489197 "2021-09-27T08:54:47Z")

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So, basically I have a hollow/open box mesh (basically, the box has an opening, 5 faces instead of 6) that I created in Blender. This mesh consists of two separate meshes put together in a single Blueprint. One mesh is t…

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## [PPV Material: measure max depth of scene in cm?](https://forums.unrealengine.com/t/ppv-material-measure-max-depth-of-scene-in-cm/489163)

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**Author:** [@WidescreenEnt](https://forums.unrealengine.com/u/WidescreenEnt)\
**Replies:** 0\
**Last updated:** [September 24, 2021, 8:08pm UTC](https://forums.unrealengine.com/t/ppv-material-measure-max-depth-of-scene-in-cm/489163 "2021-09-24T20:08:46Z")

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I have built a Post-process material to render a depth pass. (This way preserves motion blur and DOF, others do not.) I’m using the DepthFade node, which has a Fade Distance input to define the maximum size of the fog m…

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