x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

How to glitch render with customizeable depth sorting?

Hi, newbie here. And as a newbie, I retain the right to ask an obnoxious and overly ambitious question on how to achieve an effect that no one is interested in achieving ;)

In brief, I'm trying to 'glitch' render a house so that it's turned inside out. More specifically, I would like to set up the camera with a view of the house's exterior, but only render interior faces/objects that normally would be occluded behind the exterior walls. And to complicate things more, is there a way so that what gets rendered is based on pixel depth sorting?

After pouring through various threads and posted questions, I think my question posed in more technical terms would be:

Is there a way to customize depth sorting so that based on an object's hierarchical Z depth at each pixel location, I can choose which order of pixel depth to render? For example, I only want to render the second closest pixel depth relative to the camera. In my conception, this is how the image will become glitchy as you change perspectives.

I hope this is clear.

Theoretically, can this be done in blueprint visual scripting, at the coding level, or would require accessing the gpu?

Product Version: UE 4.12
Tags:
more ▼

asked Jun 04 '16 at 02:15 AM in Rendering

avatar image

maxxamk
1 1 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question