Not sure if you have figured this out by now as this video is 4 months old, but you can turn off "apply physical camera exposure" in ur ppv, set ur mode to manual, adjust the Exposure Compensation to where you want. From there: change each individual camera's aperture to change DOF, but the exposure will stay consistent. This will also allow you to take advantage of every feature inside MRQ that requires manual exposure.
Oh man…your explanation of auto ISO is spot on and the fact that you showed it instead of just talking about was very impactful. I initially used auto ISO, but my current (older) camera can’t handle this very well…plus…I dig the slight changes in lighting depending on what’s on my screen…plus…I turn down the brightness of my monitor for this very reason.
Interesting approach, thanks for sharing! Personally, I prefer setting my overall look of the scene via locked auto exposure....lets say compensation 0 and min/max EV 4 via PPV and then use exposure compensation on the camera to dial in the perfect look per shot and aperture only to control DOF separately.
I think the "crosstalk" between the camera and the PP volume have been really screwing me up as I learn Unreal. I would get weird final render results. So it's better to leave exposure off in the camera and let the volume do it? What about DOF? Can the post process volume handle that also? Is it possible to to get a good look without using a volume at all and just do everything with the camera?
yeah, the PPV and camera relationship is weird and stupid IMO. I do my exposure in my PPV settings and let my camera do the DoF and focus changes :) Best way I have found to think about it is the camera is a old manual film camera that you can't do any fancy things to and the PPV is the camera's computer doing all your exposure settings and such :)
Hey just asked this in your other video, but asking again here. More comments on your vids! ;) So I have my camera on manual exposure and added to camera cuts in LS. The rendered video mov file is a lot darker. Will it restore it's original LS camera viewport exposure when imported to Davinci or do you have any guess why is it happening? I'm using UE5.3.
If you rendered with the color output turned on, it rendered in a different color space :) Check out this video! ua-cam.com/video/B-gmB0kf9xM/v-deo.html
If you set your min and max to anything other than 1 and you use auto exposure, your frames may get brighter or darker depending on what the camera sees in the scene 😊
Not sure if you have figured this out by now as this video is 4 months old, but you can turn off "apply physical camera exposure" in ur ppv, set ur mode to manual, adjust the Exposure Compensation to where you want.
From there: change each individual camera's aperture to change DOF, but the exposure will stay consistent.
This will also allow you to take advantage of every feature inside MRQ that requires manual exposure.
Oh man…your explanation of auto ISO is spot on and the fact that you showed it instead of just talking about was very impactful. I initially used auto ISO, but my current (older) camera can’t handle this very well…plus…I dig the slight changes in lighting depending on what’s on my screen…plus…I turn down the brightness of my monitor for this very reason.
Camera aperture exposure override is such a life saving tip 😁
This was a really helpful video! I loved the examples from your camera.
Nice video dude, just the info I was looking for, definitely subbing.
Interesting approach, thanks for sharing! Personally, I prefer setting my overall look of the scene via locked auto exposure....lets say compensation 0 and min/max EV 4 via PPV and then use exposure compensation on the camera to dial in the perfect look per shot and aperture only to control DOF separately.
You're gold dust Jon, thanks for the heads up
Thank you so much for sharing those information 🎉
QQ when I switch to PLAY, I loose all the light being cast onto the model from an HDRIbackdrop light. What am I missing?
I think the "crosstalk" between the camera and the PP volume have been really screwing me up as I learn Unreal. I would get weird final render results. So it's better to leave exposure off in the camera and let the volume do it? What about DOF? Can the post process volume handle that also? Is it possible to to get a good look without using a volume at all and just do everything with the camera?
yeah, the PPV and camera relationship is weird and stupid IMO. I do my exposure in my PPV settings and let my camera do the DoF and focus changes :) Best way I have found to think about it is the camera is a old manual film camera that you can't do any fancy things to and the PPV is the camera's computer doing all your exposure settings and such :)
Hey just asked this in your other video, but asking again here. More comments on your vids! ;) So I have my camera on manual exposure and added to camera cuts in LS. The rendered video mov file is a lot darker. Will it restore it's original LS camera viewport exposure when imported to Davinci or do you have any guess why is it happening? I'm using UE5.3.
If you rendered with the color output turned on, it rendered in a different color space :) Check out this video!
ua-cam.com/video/B-gmB0kf9xM/v-deo.html
also, I HIGHLY recommend 16 bit EXRs for your renders and post processing in Da Vinci
@@JonJagsNee Thanks! 👍
What kind of Audio Interface do you use? :)
Great topic.
Saved me, thank you!
What happen if I use Auto Exposure Basic in render?
If you set your min and max to anything other than 1 and you use auto exposure, your frames may get brighter or darker depending on what the camera sees in the scene 😊
life saver