Anti Aliasing problem on using Scene Capture Component 2D
Hello, I'm trying to get 3D View of a static mesh using 2D Scene Capture Component. I am making a 3D Object viewer in my widget blueprint. When i rendering in my widget i got some AA problem.
Seems like this:
Thats my rendering Material for My Widget: ScreenShoot2
NOTE: I tried to change CaptureSource to LDR but in this way I can't see anything on my widget blueprint
asked Apr 12 '17 at 09:17 PM in Rendering
Render Targets don't support Anti-Aliasing, so there's nothing you can do about it unfortunately.
Daniel Wright (Engine Graphics Programmer) has mentioned in the past that this is actually a relatively easy fix, and that there might already be a fix for it in Master branch already. I haven't tested to see if that's the case though.
answered May 10 '17 at 10:40 AM
I do the exact same thing, for your image on your umg scene, is the size of your image the exact size of your render target texture?
also on my scene capture component, what source are you using? I'm using "Normal in RGB (Deferred Renderer only)
how are you isolating this? are you using a green/blue screen or are you using "show only actors"
If you use the capture component to generate a static texture once (not every frame), you could write your own AA in C++. I did this for generating icons, I use a 1024*1024 render target and I downsample it using a kernel size of 8. This gives me very smooth anti aliased icons :)
Note that this is supersampling and it's quite heavy so it's not really a good solution if you want the texture to update every frame.
Anyone has overcome this problem somehow?
answered Jan 22 '19 at 01:15 PM
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