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Simulating rolling shutter in Post Process Material

I'm trying to implement a rolling shutter effect in ue4. High frame rate is not really a big concern for me as I'm probably gonna export the result raw video stream using a scenecapturecomponent at ~10-30fps.

My first thought was to simply render a bunch of consecutive frames and combine rows from the different frames to a final image. This would be almost like a brute-force solution and probably the most accurate in terms of capturing vertices that become visible and occluded between the frames.

I do however want to investigate if I could emulate the same effect in a post process material. I figure if I got access to the velocity vector of the camera I shift pixels around based on this. Ideally if I got the velocity vector from the previous frame as well I could interpolate the velocity between the two.

My question is if such post process material is possible, and if so how I can get access to the velocity vector. I can only find "WorldPosition". Any other advice is also appreciated.

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asked Feb 20 '19 at 04:29 PM in Rendering

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hhauk
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avatar image S-ed Feb 20 '19 at 09:28 PM

You can fake it by using UV distortion. But you will have to crop the frame to hide overlaps. It actually should be very cheap PP filter.

I should note, it won't be a proper rolling shutter effect. Since it wont respect moving objects. (You need to modify ue4 source to get a velocity g-buffer in case you want to use that data.)

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