![]() ![]() The last thing to do is blending our outline into final image. The output will be black image with white outline around meshes that have custom depth rendering enabled. In material editor we can just create vector from calculated values and return it’s length. As you can probably notice, the only difference between those two is the input kernel. The sobel operator actually involves two convolution operations: vertical and horizontal. A typical depth map will look like the image below. A depth texture keeps information about distance between each individual pixel in world space and a camera. One of UE4’s cool features is ability to render individual meshes into separate depth texture and use it in materials. If you are here just for the material, you can grab it in download section at bottom of the page. I’ll explain each of those points later on.
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