[Closed] Scene Capture Components - Render Depth / GBuffer to Texture in BP
Alright, so I am no stranger to code and such, but I am attempting a quick prototype so I want to know if I can script if first before making my own components and shaders. There are two ways I am thinking about doing this and I am having troubles figuring out if I can access the depth buffer from a SceneCaptureComponent, or does it only output the final scene color? I see two options, one that is the scene color and another that is the scene color + post processing effects. I am essentially looking to access the 'textures' before the final scene color.
If not, then how would I, how may I, set up cameras to capture the depth of a certain area in a level, from a certain angle, and pass in that camera as the capturing camera for a material and get the scene depth from that?
Ultimately, if you have not surmised yourself, I am looking to render the depth of a given view (independent of the player's view) to a texture. I will then use that texture depth map to dynamically apply the world offset to a material.
If I can do this in scripting, please point me to the right place and material types, as well as components. If not, just let me know so I can start writing code :D
As always, Thank you!
asked Dec 05 '14 at 02:45 PM in Rendering
The question has been closed Dec 10 '14 at 02:58 PM by smartyMARTY for the following reason:
Question is off-topic or not relevant
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