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You know now where Windows 10 saves screenshots that are created with the key combination 'Windows key + Print Screen key'. About the Author Manuel has been involved with technology for more than 15 years, especially with mobile phones, smartphones and PC systems and shares his passion here in this blog.
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You can move the HRSST anywhere inside of UE4. However, be aware of its position as sometime the HRSST can become hidden by other floating windows like the Content Browser.NumberDescription1A multiplier that sets the size of the screenshot.2Includes the Date and Timestamp in the image name.3Tells the tool to include each pass in the GBuffer as an image that gets exported.4Writes all exported images into.EXR format and enables full 16 bit color depth (HDR) export of all of available intermediate rendering stages.5Forces full 128bpp rendering.6Captures certain objects in the scene. See7Specifies a region within the viewport that you wish to capture. You define a region by first clicking on the tool and selecting a region to capture. Do this by holding down the Left Mouse Button and dragging in the Editor viewport.8Clears any previous capture regions that you might have created. This button will only be visible when you have a region selected.9Expands the capture region to the entire editor window. This button will only be visible when you have a region selected.10Click this to take the screenshot.
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Buffer VisualizationsThe HRSST can render each of the following buffers in the G-Buffer:.BaseColor.LightingModel.Metallic.Opacity.PostTonerMapHDRColor.PreTonerMapHDRColor.Roughness.SceneColor.SceneDepth.SceneDepthWorldUnits.SeparateTranslucencyA.SeparateTranslucencyRGB.Specular.SubsurfaceColor.WorldNormalTo enable the HRSST to export out the G-Buffer as images, first enable Include Buffer Visualization Targets, then press the capture button. The capture folder will now contain a screenshot for each of the G-Buffers listed above. Custom Depth MaskDuring the course of development, you might need the ability to capture certain objects in the game world for promotional material.However, having to manually cut out objects from the background can be both time consuming and frustrating.To help speed this process up the HRSST has an option called Use custom depth as mask, which can separate objects in the world from one another.Setting up and using this part of the tool is done by following these steps:.Select the objects that you want to capture. Then, in the Details panel, enable the Render CustomDepth Pass option.
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