Click the Update Channel List button to add the selected channels to the Nuke script. Select the render passes from the list of passes imported from Unreal Editor. You can view the new channels by selecting them in the Viewer channels dropdown. Click the Update Channel List button to add the selected channels to the Nuke script.Ĭlick to add the selected render passes to the Nuke script. Select the stencil layers from the list of layers imported from Unreal Editor. Note:To get alpha channels that match your stencil passes, you must enable the following setting in Unreal:Įdit > Project Settings > Engine - Rendering > Postprocessing > Enable alpha channel support in post processing (experimental) > Linear color space only Stencil Layers (this tab is only displayed when Render Mode is set to stencil layers)Ĭlick to add the selected stencil layers to the Nuke script. When enabled, post process materials are written to a 32-bit render target instead of 16-bit. When enabled, effects that blend pixels together, such depth of field and temporal anti-aliasing, are enabled. Note:Enabling this control increases processing time considerably. To use this control, r.Postprocessing.propagateAlpha must be set to 1 or 2 in Unreal Editor. When enabled, multiple temporal or spatial sample accumulation includes an alpha channel. Note:Cryptomatte is not currently supported with cube maps. When enabled, the selected passes are rendered as cube maps producing six renders per pass. Setting Render Mode to stencil layers displays the Stencil Layers tab in the Properties panel, allowing you to select which layers you want from Unreal Editor. Sets whether the full image or stencil layers are rendered.
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