How to render custom mask pass
I am using UE4 for an animation project and I'm trying to render out a custom pass which only masks out a selected character. I tried the Custom Depth method, but it doesnt occlude the objects in front of the character. How do I go about getting an alpha mask just for one character?
I also tried the Opacity render pass. It almost works the way I want to, though I have no idea how it decides what to render and what not to. As you can see, it doesnt include the character's hiar, eyes and shoe materials. But i do like how it occludes the foreground objects unlike the Custom Depth
asked Oct 04 '16 at 12:17 AM in Rendering
Custom depth was the right thing to use in this instance you just need a little bit of extra work to get the effect you want. Here is an example of a material graph that will mask out things assigned a custom stencil value of one and still gets occluded by the environment (assuming you only need a stencil value of 1 for the alpha).
Let me know if that helps,
answered Oct 04 '16 at 05:19 PM
Hi，Can you give me a detailed procedure? I really don't know how to use this material. thank you !
answered Sep 25 '18 at 03:38 AM
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