that was nice I did learn okay an advice from a nuke user here, you can select the points then snap the card to the selection points instead of trying to match by hand it will be faster just click the the button that looks like up+right arrow while you have selected the points then choose position
Hello Reza, First of thank you for all those great contents you produce. It really helps take our creativity and workflow the next level. I have a request. In the near future, If you could look into the workflow of animating Maya and having it rendered in Unreal Engine without FBX or alembic workflow, it would really be helpful. I know there's livelink, but I wanna know how to take an entire movie and have it rendered in Unreal. Thanks.
Amazing tutorial, thank you! Question, I noticed the renders from your 'How To: Use Object ID's in UNREAL Engine' (particularly the PathTracer) were of much higher quality. Better samples, no flickering/compression, etc. Can you elaborate on what settings need to be tweaked to achieve the same result with UnrealReader? Thanks
Use console variables to your advantage It's a great option to override default settings Here are the commands you can use: r.PathTracing.SamplesPerPixel 1024 r.PathTracing.Progressive 0
@@sarkamari Thank you sir! Do you know if there is a way to render out a Pref pass from Unreal?
6 месяцев назад
It's a very good tutorial! What about using Unreal for an environment and MAYA + Arnold for the hero object? Do you know of a way to have the hero model imported into Unreal but use it just for creating the shadow in it? I know how to use the shadowMatte material inside MAYA, but if I need the Unreal environment, I'd need same material in it. Any ideas for a better workflow?
@@sarkamari Say you want to put a car in an environment. Creating a natural environment can be pretty time consuming in Maya and Arnold, you can decide to create it in Unreal, which is much easier and you have megascans. But you want to still render the car in Maya and Arnold because of its quality and flexibility. So you want to render the environment but with the actual shadow of the car already in it..., but not the car itself. Kind of like you do with Maya's render layers and turn off primary visibility = you don't see the car but it casts shadows. I hope it's more clear now. And thanks for reading me! 😃
thanks for your great explanation! just a question in my mind, what is the main benefit of using these passes instead of tweaking the original scene inside unreal and render it again? (not the color correction part)
The main benefit is the ability to identify and matchmove the camera. Since unreal reader extracts the camera you can reframe your scene after the rendering phase. Also working with render passes is a lot easier when you use reader