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Deferred Shading - Capturing Direct3D/OpenGL G-Buffer frames for external composition?

polycounter lvl 6
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Dash-POWER polycounter lvl 6
Hello folks,

I have question if anybody here knows if it's possible to capture g-buffer passes from Direct3D/OpenGL applications for later composition in an external DCC (Nuke, Fusion etc.) GPU profilers (RenderDoc) can capture everything what's coming in and out to GPU but it's only for one particular frame.

I found this solution: https://github.com/unity3d-jp/FrameCapturer but it seems it's only for Unity. I was thinking more about "generic" solution - something like Reshade or on Direct3D layer/drivers and not bound to specific engine.

I'm just curious about that if it's possible. Something like Fraps but for g-buffer. :lol:

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