-
Notifications
You must be signed in to change notification settings - Fork 51
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
How to improve the quality of captured images #11
Comments
If you have any idea, just enlighten me please. Thank you so much! |
Hey :) could you define 'image quality", I assume you mean something like bad edges due to poor antialiasing? Does that help you in any way? :) |
Hi ! Thank you so much for your answer. It really helps me to improve the image quality mostly refers to higher definition and better antialiasing in my purpose of usage. It seems rendering the images to bigger resolution and then downscaling to be the only way to get better pictures. I've tried rendering 1280x960 and 6400x4800 different resolution later using OpenCV |
Hey, glad I could help a little.
There also seems to be a method to force max quality without any regard to frame-rate in the |
Sorry, I do not have an immediate fix for this. It looks like some rendering properties are turned off in the capture component that massively affects shading, but I will have to do an example project myself first.. |
Can you maybe help me what part of the project I should check? So here the goal would be to be as photo realistic as possible... |
Hi! I tried to extract visual features from these captured images, but just found that the image quality is not good enough for supporting my algorithm to run through it.
So I really want to know if there is any way to improve the quality of stored images (I don't care whether huge volumn of raw data will slow down my game or not) and forget about the performance, the clearer the images I get the better!
For now, I've tried several ways but none of them have achieved my goal.
renderTarget2D->SizeX
inSetupColorCaptureComponent()
does not provide any helprenderTarget2D->InitCustomFormat(640, 480, PF_B8G8R8A8, true);
torenderTarget2D->InitCustomFormat(640, 480, PF_R32G32B32A32_UINT, true);
andrenderTarget2D->RenderTargetFormat = ETextureRenderTargetFormat::RTF_RGBA32f
.Of course the same operation will be done in the
Tick()
function, but this end up to a bad result thatAsyncSaveImageToDiskTask
cannot cope withTArray<uint32>
SetupColorCaptureComponent()
, addcaptureComponent->GetCaptureComponent2D()->ShowFlags.ScreenPercentage = 200
andcaptureComponent->GetCaptureComponent2D()->ShowFlags.SetScreenPercentage(true)
this was done since I found that if you increase the "Screen Percentage" value from the menu in viewport, the quality of showing pictures in viewport will become much better and I don't know why. But adding this in C++ codes does not get any improvement either.
The text was updated successfully, but these errors were encountered: