CameraVector expression doesn't work with Draw Material to Render Target nodes
When drawing a material to a render target, the CameraVector expression outputs a fixed camera vector that has nothing to do with the player's camera. I assume this is because it's erroneously referencing the "camera" capturing the material.
I tried passing the player's camera in manually via Blueprint, but realized this doesn't calculate the angle per-pixel and thus isn't equivalent or suitable for my use case.
Any help on this would be greatly appreciated as it's holding up a release!
asked Aug 08 '16 at 12:03 AM in Rendering
So I've done some raymarching in dynamic textures. I was raymarching a spherical shell so I just used camera position and the UVToLongLat node to generate my camera rays. But if you supply camera position, camera forward vector, and camera FOV as parameters in a dynamic material instance, you should be able to reconstruct the rays using this tutorial.
answered Aug 23 '16 at 08:09 PM
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