Use the Face Extraction Render Pass patch to add the face tracker texture to effects that use render pass patches.
Face extraction lets you use a tracked face as a texture. This could be applied to a material on an object, or used to create a face swap effect.
Name | Description |
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Size | The size of the texture output. For fixed sizing mode, this is in pixels. For the other sizing modes, this is a factor relative to the screen, camera or background. |
Sizing Mode | Defines whether the size of the output texture is fixed or relative to the screen, camera or background. |
Color Channel | Select from: RGBA, RGB, RG, R. |
Eyes | Enable eye opening and alignment in the output texture. |
Mouth | Enable mouth opening and alignment in the output texture. |
Background | Select from: RGBA, RGB, RG, R. |
Camera Texture | Connect to a camera texture patch. This could also be a camera texture processed by a render pass. |
Tracked Face | The face tracker in the scene. |
Name | Description |
---|---|
Face Texture | The tracked face as a texture. |
The patch graph in the image below renders the face tracker texture in the scene:
The Scene Render Pass patch combined takes the cameraTexture and Device inputs and outputs a default render set up to the Screen Output patch, which is a property of the Device scene object.
The cameraTexture patch is also connected to the Face Extraction Render Pass patch. In the Face Extraction Render Pass the Tracked Face value is set to faceTracker0, which is the face tracker in the scene. As a result, a texture representing the face detected by the face tracker is passed to the material and rendered in the scene.