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Render Target for Outline with Blur

Recently I started to upgrade effects of background in game I am working on. And I wanted to create 'light' effect on horizon.

Outline itself came out awesome but now there is an issue with blur pass (I am using kernel for outline and blur). First pass is rendering outline texture to the RenderTarget from SceneCapture2D (using PostProcess blendables + LDR + capture every frame) and second pass is coming from PostProcessVolume (global) which takes the Outline texture, applies blur and mixes is with SceneTexture:PPInput0 but as soon as I do that I get black screen.

I tried playing with setting that other ppl suggested but:

  • Disabling Capture Every Frame and calling Content Update makes RenderTarget work but without Blendables (no Outline it just makes texture 'darker')

  • Disabling Compositing in RenderTarget is not helping in any case

  • Changing Blendable positions does not work (Outline pass before Tone and blur After)

Is there any other way to save Outline texture and pass it to another post process so it can blur only outline? Or do you have other ideas how to achieve this effect?

I am using 4.10.

Product Version: UE 4.10
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asked Jan 12 '16 at 09:48 PM in Rendering

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vebski
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avatar image Logan Bailey ♦♦ STAFF Jan 14 '16 at 02:34 PM

Hello vebski,

If you would provide screenshots of how you have your outline and blur setup through kernel. Also, if you would post screenshots of your PostProcesses.

You can code another pass to be drawn when rendering after the initial Post Process. This is one way to achieve what you want. The other is to work with a custom depth in order to render the Outline texture.

-Logan

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1 answer: sort voted first

Issue was solved by moving second pass PostProcess (blur) from Volume to Pawn Camera, now it seems to work for some reason.

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answered Jan 15 '16 at 11:12 AM

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vebski
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