This is a huge improvement over the course offered on the learning portal. Unreal Devs please work with Black Magic and include hooks into UE on the Fusion compositing Page. 'Then' things will take off like a rocket
Hi everyone ...to render it in movie render queue >>> go to main copmposure >>output >>> add array elements >>> player viewport compositing output >>> after that do The same for all of parts (( media_plate1, FG, Floor, floor)) Good luck
Quick tip for people who have *issues* with the compositing showing a *black background* (at least on UE5), try to change the *Anti-Aliasing Method* in your *Project Settings* (FXAA is not supported)
Hey again, I know this is an old comment of yours and we connected a week ago or through a comment on one of your vids asking about a shadow catcher. I'm going to dive into this next to see if I can render out the product and shadows only on alpha. I'll let you know how it goes if you want.
I wish you continued to the rendering part .. using sequencer specially .. i couldnt succeed dropping this whole composure in a sequencer .. and another question regarding camera resolution .. was this random resolution the cinecam decided ? im asking for if i decided to import a tracked animated camera fbx ? ... Thank you so much
Hey did you ever figure it out? I'm trying to render my composure scene with sequencer and i have no clue how to do it. I've been googling forever with no luck. People have been asking how to do it on the unreal forum and not getting answers.
This was the explanation of Composure I was waiting for a long time. Thank you for making it finally happen. Great work. I love this feature so much. #Realtime #Cinematography
Hello. I'm trying to recreate this in UE5 (5.03), but for some reason in my case the Floor component also captures all shadows on the floor (without FG objects). So after dividing with Shadow layer their shadows disappears. How to fix that? Thank you. UPD: Found solution myself: in the Project Settings find "Shadow Map Method" and switch to "Shadow Maps" instead of "Virtual Shadow Maps (beta)".
How are you rendering this when you are finished? And if you are using the legacy exporter how are we supposed to control the quality of the export ant aliasing etc?
short question: how is the shadow layer different from the floor layer? dividing those should result in a white image, why is the shadow still remaining?
Agreed it's a little overwhelming, but once all the setup is done, you can use this project as a Template, and simply add your new CG element to the layer (in this instance "FG") and you are good to go !
Totally agree. I’ve watched a number of tutorials on this process, and every time I just find myself shaking my head at how convoluted it is. I know Epic is making a big push into filmmaking, so hopefully they’ll streamline the process eventually.
Thank you David for this great information. I am trying to work with something like this but using the the CGI elements to enhance a photo of a character we shot on set. Could you please share any tips on how to replicate the camera I use on set with camera I'll use on UE for compositing Thanks a lot David!
great tutorial. Can it be more complicated? Look at the workflow for backplates in most 3d programs, its a simple thing. Looks like Unreal wants to make it interesting for us
Thanks for posting this process! Exactly what I was looking for. However I noticed a massive decrease in the engine overall after completing the process and reopening the level. Any possible reason for this? My PC runs Unreal very smooth otherwise. Also I was wondering if there is a way to export the shadow from this for compositing in Photoshop or Nuke? Thanks again!
This is giving us a reflection of the HDRI on the balls. How do we get a reflection of the BG plate on the balls? You would need the backplate projected into the floor texture and that floor to not be primarily visible, but only in reflections. Not sure how to do that. How would you exclude the floor from the FG layer. Do you have to make a new layer of just the objects, make them matte. That must be what the matte things are for. Yes - just tried that and at least that works.
All it took, is 10 minutes! 10 minutes for setting up backplate and shadowcatcher, why does it have to be so difficult? In 3ds max it's simply dragging image sequence to environment slot and shadow catcher setup, is a few clicks on material.
@@matteo.grossi I'm not an Unreal user. Arnold still can't add proper reflections to the shadow catcher. I'm not holding my breath for Unreal to do it either.
That's so cool! Does this technique catch ambient occlusion too? That's something we can't figure out in Unity so we are trying Unreal Engine to achieve this !
What is the math behind dividing composure elements to get shadow information? I do not understand the relationship between composure element's RGBA and shadow information
but what about the rendering part?? by using move render Queue and movie scene capture, it still rendering the plane and those two walls. How can I get the alpha mate? dan the shadow only?
This is EXACTLY what i need! thank you so much! My team member did all the lighting and materials in Maya for the scene. We decided to go to unreal for lighting later. Everything i have tried to het the maya scene verbatum in the unreal level has failed. So I'm gonna render the back plate in maya and use the material less mesh as my shadowcapture. my entire dy has gone down thw toilet because of this STUPID scene, BUT NOW I HAVE A SELUTION! AHAHAHAH
Great content. However, I need to render this composition in the movie render queue to produce images and videos. Does anyone know how I can add this final comp to the sequencer?
found my answer! you can switch the CG target camera in the level blueprint. so 1 gc element can have multiple camera's and you can switch camera's with blueprints. woop
Hello! I have this setup of material nodes, and I'd like to create some CG elements outside the place made by those "shadow" planes. How to set this CG Layer in material? After using "Over" node, my new Layer is also cutted by the planes
I followed the tutorial and it worked. I then saved everything and when I restarted the engine after enabling Lumen ray tracing, the composite is showing EMPTY, even when there's a camera and the post process material. Please help
Is there a way to make the backplate alpha? Let's say the objects are animated and I just want the objects and their shadows. Just like here, but no backplate, alpha instead. Is that possible?
You can combine this method with the masking method in custom stencil buffer. Render out a second sequence with your media plate(white) and cg obects (white, using custom stencil buffer). You will be left with shadow only. If you also export the cg element layer by itself as well, you will get added alpha pass for your cg(since it cg layer just will be white against black) See their stencil buffer tutorial. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-PiQ_JLJKi0M.html
You can combine this method with the masking method in custom stencil buffer. Render out a second sequence with your media plate(white) and cg obects (white, using custom stencil buffer). You will be left with shadow only. If you also export the cg element layer by itself as well, you will get added alpha pass for your cg(since it cg layer just will be white against black) See their stencil buffer tutorial. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-PiQ_JLJKi0M.html
It might be less steps in Blender but even for a static backdrop, it's far easier and quicker to get the final result in real time in the viewport than to set it up and render in Cycles. Eevee is different obvs but UE still gives a better result than Eevee atm imo.