SceneCaptureComponent Post Process
Running 4.10.2, I'm getting a bug that was (purportedly) fixed way back in 4.6
If you have a SceneCaptureComponent on an actor (note, I'm not using a separate SceneCapture ACTOR for this), changing its PostProcess settings does absolutely nothing. Note that this applies to both HDR and LDR mode (though it would only really matter for the former for me)
Repro steps: 1) Create a new actor 2) Add a SceneCapture2D component. 3) Add a Plane static mesh or something with a material that can receive what the previous capture component is outputting, to test 4) Apply any sort of really obvious postprocess setting to this (I was using a stylized rendering blendable, but it's equally broken just doing something like setting the scene color to neon blue or adding a really intense white vignette or something) 5) Play (in editor is where I tested), note that the SceneCapture2D is outputting the correct image(s), but they're not getting any of the postprocess that you've applied.
asked Jan 26 '16 at 10:24 PM in Rendering
Hi RhythmScript -
I did a little bit more research and was able to get a successful portal like effect that you are after even with an additional post process. I have attached the test project for you to take a look at, but here is the overview:
I created an Outline Effect Blendable which was applied via a Global Post Process Volume. This was primarily meant to match sure that the results would work with a blendable like the one you describe above.
Next I lined up my Scene Render camera and the world rendered object, so that the lines of the grid pattern in the world would match up correct.
I set the Scene Render Camera to LDR(with Final Post Process)
I created a Blendable which was simply the SceneTexture:PostProcess0 plugged into Emissive Color and Assigned it to the Scene Render Camera.
This step eliminates the double post processing. You will still have to deal with Texture compression and mip generation, but that was going to happen no mater what.
Here is the final Result:
answered Feb 01 '16 at 05:34 PM
Lovecraft_K ♦♦ STAFF
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