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Using Composure with a Backplate and HDRI | Tips & Tricks | Unreal Engine
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- Опубліковано 12 сер 2024
- In this Unreal Tips & Tricks video, you’ll learn how to integrate CG elements into a Media Plate with a shadow catcher using the Composure plugin.
This technique enables you to preview CG components against a backplate or video image and get a realistic image by matching the lighting with an HDR skylight. It’s particularly useful for virtual production or automotive visualization.
Image and HDRI courtesy of Domeble.com
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
I know this video is going to make a lot of car image creators VERY happy.
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)
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
this is incredibly awesome! thank you 🙏
Great job David!
Great tutorial, short and concise!
Just what I needed for an ongoing project! 😃
Thanks for sharing this David!
Whoa amazing stuff. Compositing in UE just keeps getting better 🤙🏿
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.
Thank you David!!!
So Cool,
Thanks for sharing.
you nailed it!
Great tutorial! Any suggestions on actually rendering it using Sequencer? Documentation is spotty and results are really not good.
Yes, same question. How can I use it in the final rendering?
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!
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.
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)".
Thanks for your solution!
Thanks for that!!!
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?
Tnank you!
Really nice video, only now how do you render it in movie render queue?
This is a lot of work for that simple task, i could do it in blender within seconds.
Thanks!
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?
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
Thank you so much, it works. 👍
More of this thank you! :)
bad niko
@@Jsfilmz heyyyyyyyyy
@@Jsfilmz hahah :D
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!
Thank you!. Iam newbie in Unreal, and need some help to complete my task, how can I render the elements with the shadows in alpha in sequencer?
i like that pretty video
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
For Some reason I don't get the reflection of the spheres inside the next ones. it works in UE4, but I loose the reflections in UE5. Any idea why?
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
Can anyone give tips on getting Unreal to perspective / camera match the image plate we use?
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?
Anybody knows how to render that in the Sequencer? version 5.1 thank you
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?
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.
ok so what if you have multiple camera's? do you create a floor, FG and a shadow pass for each of the camera's?
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
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
Will you make a video, running UE4 or UE5 on M.2 SSD PCI gen 4 let us see how faster is unreal engine on it.
Absolute great tutorial. Unfortunatelly I cannot add the comp view to be rendered using sequencer. What is the solution??
hey did you solve this?
I would like to ask, how to output the final picture?
Hope this thing gets better and simpler in the near future, right now, is a mess.
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.
@@davidbaylisdesign yes, but is really bugged also, sometimes work, sometimes dont.
In Redshift and Octane it's just a press of a button and it's done. It is a drag, to be sure, but not too much of a drag to get the result.
@@deastman2 or work with DaVinci and include hooks into Fusion. Game over Nuke
dope woo woo
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 !
Did you manage to do that?
@@matteo.grossi not yet :/
did anyone found a way to make reflections to work? i can see them in my viewport but not in the final composure layer
can anyone please tell, what is the purpose of two vertical walls at the back ground?
Think its just used as an alpha mask so where the walls are it shows the backplate
Does gi works on shadowcatcher?
How would i create a shadowcatcher when using a HDRI Backdrop, instead using a backplate?
Can you add reflections to the shadow catcher?
Did you manage to do that?
@@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.
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. ua-cam.com/video/PiQ_JLJKi0M/v-deo.html
Why to create two times layers with the same objects inside ? How do you manage AO and Atmospheric Fog in the scene ?
Hi! Did you find an answer for Ambient Occlusion?
@@jordanellapin5655 Did you find a solution?
How do we export this from Movie render?
Wonder if you can use this but with a video as a backdrop
Keep "Media Texture Compositing Output" @2:13 instead of "Texture Input" and drag in your video in the Media Source.
@@davidbaylisdesign Thanks for the tip
You never used the "Shadow" layer you created in the "Layers Window". That was a confusing unnecessary step
I followed the whole tutorial but feel like I may be missing a step somehow, I am just getting a totally black background at the end.
My objects don't receive GI, why? how to make the floor also emits gi?
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
The same. Do you figure out a solution?
@@motionislive5621 Did you find a solution?
is this require ray tracing to be enabled?
Nope
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.
Any idea how to render just cgi and shadow on alpha? - for post
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. ua-cam.com/video/PiQ_JLJKi0M/v-deo.html
Hmm. My shadow is white color , not black for some reason. Thank you for tutorial
me too did you ever find fix?
doesn't work with 5.1 - i get a compile error at the "over" function in th ematerial
try to create texture2d node one more time. It's not worked for me first time too for some reason
do more tutorials for virtual production and live compositing. thanks.
Noice
My background image gets imported upside down
new 5.1 VERSION PLS!!
HOW CAN I PUT A FOREGROUND VIDEO??????????????????????????????????????????
Add media player and img media source
Too many steps, quicker and easier in Blender, only reason to use Unreal is for it realtime features not static images
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.
yada yada yah. try doing all that for 50 scenes in a music video. and the quality is just not there.
All what?
IS NOT CREATING THE LAYERS!!!!!
First!
First to your first!
congrats to u both
Great tutorial. Very helpful.
I can't see the composure compositing in Window tab even I already downloded that plug-in,,, plz let me know where can i fine that tab in UE5 🥲
You can find it in the virtual production tab