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SceneCaptureComponent2D for Scope

Hello! I'm trying to replicate the style of scope found on Escape from Tarkov (related pic below) alt text

I have added a SceneCaptureComponent2D on my PlayerCharacter Blueprint that renders what it captures on a simple plane for testing. alt text

I made a test map to check if and how it works, however I'm faced with the following issue. When facing well-lit areas of the map, the render looks ok. alt text

As I turn towards other areas though, I start getting weird renders: alt text

And at some point, the render goes greenish: alt text

I thought fog would bug the render with shadows but that's not the case. It seems that the whole thing is affected by the Directional Light Actor in the level. Why is this happening and how can I fix it? Also, has anyone encountered any similar problems with other lights?

Thanks in advance!

Product Version: UE 4.16
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sample-1.png (1.0 MB)
sample-2.png (1.2 MB)
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asked Sep 25 '17 at 09:05 PM in Rendering

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konstadinosm
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avatar image Deathrey Sep 25 '17 at 09:11 PM

Are you actually using unlit material for the plane?

avatar image konstadinosm Sep 25 '17 at 09:21 PM

ah forgot to post the Material and the Render. here they are. don't know if those screenshots help. i also tried setting the material to unlit but the texture goes black. i might be doing something wrong though. i'm new to materials. alt text alt text

mat.png (403.6 kB)
render.png (160.7 kB)
avatar image konstadinosm Sep 25 '17 at 09:28 PM

i just managed to get rid of the artifacts and the greenish effect by switching the material to translucent. it renders everything now, however i can still see a mild green effect alt text

new-sample.png (759.2 kB)
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1 answer: sort voted first

You should use unlit material for this case.

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answered Sep 26 '17 at 06:01 AM

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Deathrey
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