Getting "Screenshot" button to render multiple cameras.
Posted: Mon Aug 03, 2015 4:18 pm
I have a setup where game GUI and some effects are rendered with their own cameras. Those cameras only clear depth, so stuff gets composited into the display buffer based on the camera's "Depth" field. One nice thing about this is that you can have an effects camera (bloom, Amplify Colour) on your last camera and the whole display buffer gets affected. This is nice because the effects are only run once, and it makes the resulting composite look cohesive.
Unfortunately, the screenshot feature of Amplify Colour only grabs the contents rendered by one camera, not what the actual runtime result of that camera's effect on the display buffer will be. The effects camera isn't actually rendering world geometry, so the screenshot sent to Photoshop will be empty.
Is there a way to have the screenshot reflect what the runtime result will be, taking previous (lower depth) cameras into account?
Do I have to manually make screenshots instead?
Thanks!
Unfortunately, the screenshot feature of Amplify Colour only grabs the contents rendered by one camera, not what the actual runtime result of that camera's effect on the display buffer will be. The effects camera isn't actually rendering world geometry, so the screenshot sent to Photoshop will be empty.
Is there a way to have the screenshot reflect what the runtime result will be, taking previous (lower depth) cameras into account?
Do I have to manually make screenshots instead?
Thanks!