UNREAL ENGINE 5 | RENDERING Z DEPTH PASS | VFX VIBE

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hey everyone and welcome to VFX Vibe once again so in today's video we are going to see how we can render G depth pass from Unreal Engine 5 Yes you heard it right so I'm going to make my first video on Unreal Engine and in this video we are going to learn about rendering gdif so without any delay let's get started okay as you can see over here my scene is all set up and here as you can see I have few uh hurts and lots of lots of there is a big big scene so what I have done uh I have already set my camera so I want to render this camera and if you want to know more about camera how we can set up camera how we can sit up scene how we can do lighting please do comment in comment box I'll definitely I love to make those videos as well so here I have camera set and what you need to do first thing first you need to take care about you just you have to go to settings and here plugins and here you have to come down in a rendering Tab and here you can see you have to check in movie render queue additional render pass it's not mandatory for gdap pass but for other passes you will be needing this movie render queue additional underpass and you have to restart your scene and just you have to open your level right so after doing this what you need to do you need to create a sequencer right how you can do that just you have to go there and add level sequencer just you have to click add level sequencer and you have to name it like I am going to name it uh uh for depth something like that for depth and I'm going to save it what will happen a new sequencer will come and here you have to take care about what data you want to animate or what data you want to see through right so you can add anything you want if you want I want to animate my windmill I have to add windmill so in this case I have to add my camera so you have to go to outliner and you have to look for camera or uh cine camera right so here I have so cine camera actor one you have to pick so you need to just click and drag and drop right something like that let me adjust my window so as you can see I have my camera but it's not animating so if you want to animate your camera what you have to do just you have to go over here in transform and you can just switch on your this thing location and suppose that I want to render for uh 90 frames so I have to go there and what I need to do probably I can do it from here as well so in location you can push it in gxis or might be I can go over here in perspective mode and I can find figure it out where my camera is just select my cine camera and just hit F1 keyboard here my camera is so what I'm going to do just I'm going to put key over here key over here might be I can move whatever render whatever whatever animation I want to do suppose that I want to render this much animation so can you see that over here I can see how much camera is moving something like that okay so once this is done your camera is animated now once this is done what else you need to do just you have to set up your sequencer for rendering your thing so you have to click over here render this movie to a video and here you can find all your passes so already I have done few experiments so I know I have this thing so either you want you can delete it just you have to come here and just click on unsaved config right so in unsaved config first thing first you need to change dot jpg sequence so you need to select it and just delete it just go to setting and you have to select exr sequence so I'm going to select exr sequence and might be I can change compression to DW double A but for this example I'm going to keep compression p AZ and in deferred rendering you have to do few things right so here in additional post process material you can find two index index 0 and index one so in index 0 as you can see World depth is selected so you have to enable it and if you want to render your motion vectors so you can enable motion Vector as well if you want to know more about render passes from Unreal Engine please do comment so I can make videos on full render passes rendering from Unreal Engine so for this example only we are going to render depth pass and motion Vector pass so after doing that one more thing you need to do for a safer side just you have to go to setting and you have to select ntlizing and anti-alizing you can special sample count you can increase but keep it in mind that More Sample you're going to increase that much render time your system is going to take right so after doing 32 probably I I have to overwrite NT analyzing yes I need to overwrite and just you have to accept it before overheading render local what you have to take care about you need to save your file where you want to save your file for that thing you have to go to output and here will be the project directory and as you can see I have a folder called depth pass so here I can render diff pass or if you want to make another folder just go click over here and uh depth cam 2 something like that and just you have to select your folder if you want to rename it you can rename it or if you want to like by default naming convention just you can keep it something like that as well and just you have to accept it after doing that then only you have to click on render local because we are going to render locally and keep it in mind you can adjust your frame how much frame you want to render from sequencer and as you can see over here I am getting my rendering over here as you can see over here my total frame numbers are rendering 150 frames because I haven't said I am rendering 150 frame and it will take around 11 minutes so let it render and I'll come back once it's done okay so we are inside nuke and as you can see over here I am getting my render and as you can see it's letting me set my project first so it it should be 90 frames so I adjusted my rendering and as you can see over here my camera is moving and my windmill is moving as you can see over here so as you can see my this thing is moving and as I'm going over here in layer drop down as you can see I have RGB rgba Alpha and here I have motion Vector pass right apart from motion Vector plus I have depth pass as you can see I am getting my depth pass and also you can see how precisely it has been rendered right so if I want to use it so it's pretty easy let me show it to you how we can use it so let me Shuffle this thing and in Shuffle I'm going to shuffle my depth pass pretty simple already I made multiple videos and I'm going to take a grade node and here I'm going to put one over here and rgba I can select and I can adjust my gain as well and as you can see I'm getting few color over here which is not good but we are going to use only single Channel but for the safer set what I'm going to do I'm going to take a saturation node and I'm going to Desert it it's not mandatory but for a safer set I'm going to use it and just I'm going to take a copy note by hitting K on keyboard and I'm going to connect it and this time I'm going to copy red Channel only into my depth because it's mandatory I have created my own depth map and I'm going to copy it so if I'm going to see over here I'm getting my depth and depth is pretty much satisfactory apart from that what you have to if you want to defocus your scene according to depth what you have to do just hit Tab and just defocus Jet defocus and just connect your data already I made a video on that so I'm going to pick focal length over yours so that I want to focus was only on this particular area so by default it's G depth and if you want you can select that a math so I'm going to select depth it will give me a better result and I'm going over here in result and just I am going to select my focal plane and in focal plane I'm going to adjust my focal plane so whatever will be green will be in a focus whatever will be in blue will be in little less focus and whatever will be in red will be more out of focus right so this is the system so I'm going to result and as you can see I am having a good amount of defocus over here as well so this thing is in Focus this thing is focus my foreground is out of focus and my background is out of focus as well so as I'm going to play it yes the same way you can use your vector pass as well to add add some motion blur so hopefully this short and simple video will help you to understand the process of rendering gdap from Unreal Engine 5. so hopefully this video will help you and if you think that this video is helping you please don't forget to like this video share this video and if you're new to this Channel please don't forget to subscribe also if you want more unreal videos please don't forget to comment down below with this said this is wave XY signing off have a good day
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Channel: VFX VIBE
Views: 13,341
Rating: undefined out of 5
Keywords: movie render queue, unreal engine 5, unreal, ue5, render passes, zdepth, tutorial, sequencer, how to, epic games, high quality render, cinematics, render queue, subsampling, antialiasing, depth of field, after effect, unreal engine after effects, unreal engine 5 after effects, unreal engine 4.26, ue4 4.26, ue4, nuke, 4.26, aov, vfx vibe, rendering passes from unreal engine, unreal engine, unreal engine 5 tutorial, unreal engine 5 architecture
Id: oys2OPkfOwQ
Channel Id: undefined
Length: 10min 39sec (639 seconds)
Published: Sun Sep 25 2022
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