Reading Texture Pixelinformation using Blueprints / UE5 /RGBA + XY
Ойындар
Last week I tried to extract Pixel Values and Coordinates from Textures and Video Textures. This process is very inefficient and should be used with caution. For a more efficient workflow, I am afraid, that you have to open up Visual Studio.
Really hope I could nudge you in the right direction!
LinkedIn: / nilsgallist
Webseite: ngallist.com/
#UnrealEngine #UnrealEngine5 #ue5 # ue4 #metahuman #blender #blender3.1 # tutorial # short #casting #Blueprints #RGB #Pixel
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Пікірлер: 14
Thank you, that is very useful. I would imagen the render target calculates the information for each pixel of your render target. But since you only need 1 pixel, it would be much faster to just make the render target 1 pixel in size and move the image with a dynamic material with scalar parameters so that the pixel shows the section you want to see. I haven't tested it and might be nonsense.
This was so helpful and easy to follow - thank you!
I think This is the lead I've been looking for for the last 72 hours. Thank you so much! 🙏. With the newer versions, however, I can only find some of the nodes in a UI blueprint
blessing drop - just nothing like never before 🕊
Thanx a lot! That's what I was looking for!
Thank you, that is very useful!
Thank u very much bro
As mentioned, this is a highly experimental workflow. But it shows that "technically" it is possible to read Pixeldata out of an image.
Hi Nils, thank you for this great tutorial. Could you make it for C++?
@NilsGallist
2 жыл бұрын
Hey, sadly: No. I am really not a coder.
Can you confirm this works in windows builds? I've been trying to do something similar in c++ and it works great in editor but when I get to builds, it tells me that the texture's BulkData isn't readable.
Is it possible to read the entire image at once perhaps using “ReadRenderTargetPixelArea”, and use the array output to find an existing color in the texture. This color could then be compared to a “MakeColor” node to set a Boolean labeled “Has(whatever color you search for)?” as true? Basically, I want to scan the texture to make sure it contains a specified color.
@NilsGallist
5 ай бұрын
If I remember correctly, ReadRenderTargetPixelArea even gives you a notice not to use it, because it is so inefficient, no? I would suggest making a render texture, pixelating it with average pixel value, and then reading it out. This way, UE doesn´t have to go trough millions of pixels each time.
i cant find the node to draw material to render target