![]() ![]() This is what the sphere would look like to the camera: But as far as the camera can tell, the arrowhead is always inside the sphere. However, for the sphere, the arrowhead will leave the sphere as it approaches the ground. For the cube and cone, the arrowhead will always stay inside the object. Imagine the yellow arrows extending all the way to the ground. The issue with a top-down capture is that it does not capture anything underneath the widest point. The shapes seem to be accurate to the meshes so there should be no problem, right? Here, the third person character and boxes have been masked out.Īt first glance, a top-down capture looks like the way to go. Below is an example of the render target captured from a top-down view. The important part of the scene capture is where you place it. Note: A scene capture is basically a camera with the ability to output to a render target. You can then output the mask to a render target. Then, you can use a scene capture with a post process material to mask out any objects rendered to Custom Depth. You can do this by first rendering the objects to Custom Depth. The second thing you need is a way to mask out only the snow-affecting objects. You can then project the render target onto the ground and use it to blend textures and displace vertices. The render target will be a grayscale mask where white indicates a trail and black is no trail. The first thing you need to create trails is a render target. Now that we have that out of the way, let’s look at what you need to create snow trails. To optimize this, you need to limit the effective area and resolution. But this also increases the scene capture’s performance impact and render target’s memory size. This is because performance depends on the render target’s resolution.įor example, if you want to store trails for a large area, you would need to increase the resolution. For this tutorial, you will create trails using a character and a few boxes.īefore we start, you should know that the method in this tutorial will only store trails in a defined area rather than the entire world. Unzip it and navigate to SnowDeformationStarter and open SnowDeformation.uproject. Start by downloading the materials for this tutorial (you can find a link at the top or bottom of this tutorial). Part 2: Deformable Snow (you are here!).Note: This tutorial is part of a 3-part tutorial series on using render targets in Unreal Engine: ![]()
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