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sceneDepth vignetting


We are using UE4.16 for a science project and need to extract sceneDepth, however it seems sceneDepth exhibits some vignetting on the edges of the screen.

I've reproduced this problem in a clean project based on the Flying template. The only modifications I made are: - I created a post process material as shown in the screenshot - I applied this material to a Post Process Volume.

Material screenshot: alt text

Then I've positioned a camera facing a wall perpendicularly, created a screenshot and then rotated it (without any translational) movement and made another screenshot. The distance between the camera and any point on the wall should, therefore, be the same in both screenshots.

Real render of the screen (for representation): alt text

However, I've measured the color values of the same spot on the wall and they are quite different. As my depth material is from white to black (with white meaning close and black meaning far), the color of the same spot is much darker when it's at the edge of the screen. alt text alt text

To make this problem more apparent I imported the screenshots to Photoshop and increased contrast.

Can anyone please confirm this is the case with sceneDepth node and any possible solution?


Product Version: UE 4.16
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asked Jan 11 '18 at 07:23 AM in Rendering

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Scene depth is not a distance between camera and pixel. It is Z axis coordinate of the pixel in view space. Thus, what you are describing is correct behavior.

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answered Jan 11 '18 at 10:32 AM

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avatar image mitjaprelovsek Jan 11 '18 at 12:59 PM

Oh ok, so in order to get that distance, I should render Scene Depth in World Units buffer, right? From what I was able to test, the color values are independent of the camera rotation.

avatar image Deathrey Jan 11 '18 at 03:49 PM

You can calculate distance between absolute world position and world space camera position.

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