![]() ![]() ![]() The Specular value applied from the GBufferB G Channel. The Metallic value applied from the GBufferB R Channel. The amount of per object data from the GBufferA Channel. The Normal applied from the GBufferA channel. HDR Luminance value for current inspection. The RGB Scene Color applied from the current inspection.Īpply Pre-Exposure before writing to the scene color under Rendering ![]() Press Escape to stop inspection and populate the Pixel Inspector data fields with the last inspected pixel.īelow are the data fields that will become populated with a pixel's information during inspection:ĭisplays the ID of which viewport the Pixel Inspector is drawing from.ĭisplays the X/Y coordinates from the current inspection (can be manually set).ĭisplays the Context Colors associated with the current inspection.įinal RGBA 8bits Color after tone mapping (default value is black). Move the mouse over any viewport (Level, Material, Blueprint, or other) to populate the Pixel Inspector data fields in realtime. If you want to know why a pixel is producing an unexpected color (or maybe what Material input is driving a pixel's color), you can use the Pixel Inspector's Inspect Mode to output information that is driving the pixel's visual result.įrom the Main Editor Window go to the Window menu option under Developer Tools and select Pixel Inspector.Ĭlick the Search (magnifying glass) button to start pixel inspection. The Pixel Inspector tool is a Developer Tool that will allow you to diagnose the pixels that make up the colors in your scene. ![]()
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