Why does my render target have no alpha channel

I am trying to render an existing texture (with an alpha channel) to a render target via a material.

The material has a texture sample with the relevant texture. I have tried setting the Material Domain to both “Surface” and “Deffered Decal” and in both I’ve tried setting the blend mode to translucent.

Then I have an actor with a SceneCapture2D and a Billboard. The billboard has the material described above as its (only) sprite element. The ScreenCapture2D is positioned 32uu away so it can see all (but only) the billboard. This has its Texture Target set to a TextureRenderTarget2D.

If I view this Texture Render Target with the channels RGB enabled, it looks like a slightly washed out version of the texture (if you know how to fix this, that would be appreciated) but if I look at the alpha channel, it appears totally black.

How can I make it so the SceneCapture2D writes to the alpha channel? I’m sure it is just a case of setting some options in the material and the Screen Capturer, but I have no idea what.

Hi -

The Scene Capture 2D actor does / cannot record an alpha channel. The alpha would be a transparency and the capture actor saves a straight no transparency image to the texture.

As far as the blurriness / washed out appearance, I would adjust some of the Scene Capture Actor’s post process settings to help eliminate that. I also find that increasing the Render Texture’s resolution as allowed by you project also helps clear up images. If you can give me a screenshot, I can help you work through the exact settings.

If you can give me a brief description of what exactly you are tyring to achieve explicitly I can also help you work through a different possible solution.

Thank You and let me know -

Eric Ketchum

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I found your answer. I have the similar task. You could add me on facebook or skype?

Did you find a way to record alpha channel of a scenecapture2D to the texture render target? I would be very interested in