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"

Save viewport's specular map

In the same way that it's fairly simple to take a screenshot of the viewport, is it possible to save the Specular or Roughness maps (or any other of those maps in ViewMode>BufferVisualisation) of whatever is being displayed in the viewport?

I'm trying to do this using c++ but blueprint or editorUI answers are also welcome :)

Product Version: UE 4.16
Tags:
more ▼

asked Aug 01 '17 at 09:31 AM in C++ Programming

avatar image

javierHltn
11 2 6 8

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

2 answers: sort voted first

To do this in C++ you'll need to go pretty deep inside the engine. Concretely, the method FRenderingCompositionGraph::DumpOutputToFile(...) is where you can have access without too much trouble to each of those BufferVisualisation maps. I believe most of the maps go in "case PF_B8G8R8A8:". Hope this helps to anyone trying to access these maps. The modification I made was to, instead of shaving them to disk, save a couple of them in the shared memory space.

more ▼

answered Aug 25 '17 at 10:02 AM

avatar image

javierHltn
11 2 6 8

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

Using the Editor's UI is quite simple. Just need to enable the "Include Buffer Visualization Targets" in the "High Resolution Screenshot" dialog. This will save all the viewport's buffer targets: BaseColor, Specular, WorldNormal, Opacity, Roughness, Metallic, etc.

What about doing this with C++?

more ▼

answered Aug 01 '17 at 09:49 AM

avatar image

javierHltn
11 2 6 8

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