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How to invert a post processing volume?

Hello, I am asking a rather unusual, yet difficult question. My goal is to have the whole entire screen to be blurred, except for one small area.

For example, suppose there is a post processing volume enclosing a chair. I want everything outside that chair to be blurred.

Any help will be appreciated.

Product Version: UE 4.8
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asked Jul 23 '15 at 07:14 PM in C++ Programming

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avatar image joeGraf STAFF Jul 24 '15 at 03:27 AM

Volumes are used to turn post processing on/off, not affect just an area of the screen. If what you are asking to do is have an area around the chair in focus and everything out of focus, you can use depth of field to achieve that. However that is focal point and range controlled so if the player moves, the DoF moves with their camera

avatar image jcgiguere Jul 24 '15 at 01:24 PM

Ok, I'll try to be more specific. The effect that I am trying to achieve is to have an object that the player is looking at to be in focus. With all other areas of the screen blurred. Like having a focal point instead of a distance, with the transition region being more like a radius.

avatar image joeGraf STAFF Jul 24 '15 at 05:55 PM

Yep, that's what the DoF does. The technical-ish terms are focal point and zone of confusion. Use the depth of field post process

avatar image jcgiguere Jul 24 '15 at 06:16 PM

Ok thanks, I'm still getting used to the engine.

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