Render cinematic sequence to target via scene capture 2d - unreal-engine4

I've made a lengthy cinematic and instead of having it fill the screen I'd like to display it on a render target via scene capture 2d (a la sitting at the movie). I'm probably missing something but I don't see a way to do this. Thought it would be trivial to pass the mastercam render to a target.
Thanks in advance for the help!

Related

Post-processing/volume not reflecting in other camera

Heads-up, I'm using the built-in Unity volume profile instead of Post-Processing V2!
Hey everyone. I'm currently stuck trying to figure out how to make both my cameras produce the same post-processing effect. Right now, I've managed to create the effect I want in my main camera which is being displayed properly in the build but not in my other camera which is the spawned third-person view of the human model.
Left is the human's camera, right is the main camera aka the cat's pov. As you can see, there is a difference between post-processing effects in both cameras. Both cameras also have the Enable Post-Processing check ticked and set to global.
Currently, I have the cat and human's camera disabled and activated when it spawns into the game. I also have attached a child object to the both cameras containing the volume profile.
This is my volume profile in case you need more context.
And this is where I've attached the volume profile to.
Would appreciate any help I can get! Thanks everyone.
If you have created a Postprocess Volume, its really easy to do. Just go on to both cameras and add Postprocessing layers to them, and don't forget to enable post processing in the camera options if you are using URP. Then just go on to Post-Processing-Volume-Layer in the just added component and select 'Everything'. This should do the Job! Hope it helps.
Here, you can also look at this: https://docs.unity3d.com/560/Documentation/Manual/PostProcessing-Stack-SetUp.html

Sprite dislplays all of the frames without acting like an actual sprite

So, i've been trying to make a videogame on unity, and i made my first sprite on piskel. Exported it as PNG but can't seem to make it work on Unity. I imported it as a new sprite and even selected sprite (2D and user UI) on the menu.I selected 2D sprite but it doesn't work. It's just like if I put an image there, and not a sprite.It stays still I even tried using another sprite format More rows
I can't find anyone else with the same problem out there on the internet, so help would be much appreciated. Thank you.
Selecting 2D sprite isn't the full story. You will also need to make the sprite "multiple" instead of "single" and split it up in the editor (now available in the package manager).
That will split it up into frames for you, then you drag and drop a single frame.
https://docs.unity3d.com/Manual/SpriteEditor.html

How to add a 3D Overlay for SteamVR

I am trying to use OpenVR Overlay API to overlay a 3d model over the top of another VR application.
I have successfully used this API, with some help from this HeadlessOverlayToolkit to overlay planes.
I have arranged 6 planes to make a 3d cube and can overlay that.
I am trying to figure out of there is a way to overlay actual 3d models, and if so how?
I see in the OpenVR docs it says the IVROverlay allows you to render 2d content through the compositor. However, surely if it is possible to construct 3d shapes (using 2d planes) then why wouldn't it be possible to overlay 3d models?
Any insight, experience or guidance here would be appreciated.
All the best,
Liam
It is possible. Create your overlay as usual, then call SetOverlayRenderModel. It takes a path to an .obj file as an argument. The only caveat is that for some reason you still need to provide a texture, otherwise the model will not appear, but it can be a transparent 1x1 one so that it is not visible - see this issue for details.
Note that currently it is impossible to add any dynamically generated mesh, you can only load from file. It is also impossible to do animations.
There appears to be no reporting of errors anywhere when SteamVR does not like your model even though the function is supposed to return EVROverlayError, it just won't appear. If this happens, double-check all paths and try to load the default controller models from C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\rendermodels\vr_controller_vive_1_5\vr_controller_vive_1_5.obj, because they are definitely correct. I had some problems loading models with no textures, so make sure your models are correctly textured and UV-mapped.

How can I achieve a node that will desaturate everything below it?

I am building a game where everything behind the player is greyed out as if it lives in a memory. But I don't know how I can achieve this effect. Is this where shaders are being used for?
Now I can create a SKLightNode to create the lighting and make it dark around the edges. But I like to field of view for the character to be 120 degrees. Everything outside of that angle should be greyed out.
Of course in the future I like the view to be blocked by obstacles but that is outside of the scope of this question.
A desaturation shader for SpriteKit can be found at my blog post on that subject. Note that this works in terms of an input texture, so you may need to adapt things to work on top of a tiled background. Also note that there is a new iOS 9 API to support capture of the output of a whole node, which may be useful to you in implementing this.

Unity3d load all textures or load on demand?

I have a simple question, however, I am a bit puzzled. I have a coloring game and thus I have around 50 images each at 2048 x 2048. Should I best load them all onto a gameobject at the beginning of the game to reference later in the game, or should I instantiate one at a time from resourses? What seems the best idea?
Side note, I need small icons of each image in the gallery to display what it looks like
Given the provided information, I would suggest you create separate preview/thumbnail images, using your art people/program/whatever, and load those when in your gallery. Then, load the full sized images as they are needed (and release them when they aren't).
See Unity's Art Asset Best Practice Guide (A lot of 3D, but Textures in particular applys to 2D).