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changing receiver material ... #27

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pucknz opened this issue Apr 6, 2017 · 2 comments
Open

changing receiver material ... #27

pucknz opened this issue Apr 6, 2017 · 2 comments

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@pucknz
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pucknz commented Apr 6, 2017

Howdy, Is possible to change the receiver material instance to be emissive / unlit inside blueprint?
... or does this need to happen on the c++ level?

thanks!

ps. great plugin.

@AleDel
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AleDel commented Apr 6, 2017

The material that takes out the receiver node is an instance of the material that is in the content folder of the plugin which has a parameter that is changed with the texture it receives from spout,
it was not really necessary to create the material in c ++,
at first I thought so to save myself creating those nodes in blueprint, but Then I did that you could only get the texture, in case you wanted to use it in the gui or use it in a custom material, etc.

Do you think it would be better if it just returned the texture?
For the moment as it does not have much impact on the performance I left it like this.

tks

@pucknz
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pucknz commented Apr 10, 2017

thanks AleDel ,

Thats what i was missing! ... The option for drawing to a texture / renderTarget would be useful also.

On another note:
Is it possible to receive multiple spout sources at different resolutions/aspect ratio ? ... eg. a square frame of 1080x1080px and a 16:9 frame of 1920x1080px .
Currently when i try to send the 1080x1080 frame it is received in unreal very distorted ... when i change it to 1920 x1080 it comes out looking good ... do all the spout receivers need to be the same
res to work properly?

thanks

puck.

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