MetaHumans and Path Tracer in UnrealEngine 5.1

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  • Опубликовано: 7 сен 2024
  • I share tips that, I have learned while using UE5 Path Tracing with MetaHumans.
    For those just getting in to PathTracing with NVIDIA RTX cards
    #unrealengine #metahuman #pathtracing
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Комментарии • 72

  • @Jobutsu
    @Jobutsu  Год назад +1

    Any tips how to improve this ? Leave a comment here

    • @nourhassoun7099
      @nourhassoun7099 Год назад

      Will test if this works out with my XGEN grooms tomorrow. Been having an issue where groom assets I import from XGEN turn out very blurred and almost transparent with path tracing and super excited to see if this solves it! If it doesn't, I'd love some tips to help out =)

    • @Jobutsu
      @Jobutsu  Год назад +1

      @@nourhassoun7099 It may cure the problem. I have more experimentation to do before I am happy.

    • @nourhassoun7099
      @nourhassoun7099 Год назад

      @@Jobutsu glad to tell you that the ray tracing radius setting + reference depth of field totally fixed it! Was struggling with this so your tutorial came at the perfect time

    • @3Dgiants
      @3Dgiants Год назад

      @@VoidWalker-p6q Epic has documentation on that. Just copy and paste to your render settings.

    • @3Dgiants
      @3Dgiants Год назад

      @@VoidWalker-p6q Oh I see .

  • @degibocu
    @degibocu Год назад +3

    It's amazing, I don't know where you get so much valuable information from.

  • @Metarig
    @Metarig Год назад +2

    your tutorials are always the most useful ones. thank you

    • @Jobutsu
      @Jobutsu  Год назад

      And your knowledge blows my mind !

  • @arcinfinium
    @arcinfinium Год назад +1

    Thanks for solving some problems I didn’t think were solvable. 🙌🏽🙌🏽

  • @ValkyrieFighter
    @ValkyrieFighter Год назад +1

    Thanks a lot,Lord Varys

  • @JESSJAMES1886
    @JESSJAMES1886 2 дня назад

    Hola,acabo de descubrir tu canal. Quería darte las gracias por facilitar esta alternativa para los personajes metahuman,y el proceso para elementar algo tan preciso y de una calidad audiovisual cinematográfica. Me gustaría saber, si realmente se puede conseguir esa calidad en varios personajes para un videojuego. Me gustaría desarrollar un fotorealista en primera persona,y me gustaría que los personajes en el videojuego tuvieran todos este detalle. Con sus animaciones propias. No hay excusa sobre si es mucho trabajo,puedo dedicarle 14-16 horas al día al proyecto,pero me gustaría entender si es posible llevar a cabo esta idea. Un abrazo,y gracias por tu contenido,espero que hagas algún juego,o corto cinematográfico,estaré para apoyarlo!!!!!!!!!!!!

  • @noceanstudioGC
    @noceanstudioGC Год назад +1

    Thats great info chunk! Thx man

  • @jimmwagner
    @jimmwagner Год назад +1

    This is great! I am super new to Unreal so one suggestion would be to say why your changing things like lumen to screen space and what the difference is. Admittedly, I am super biased on this feedback :)

  • @williamlacrosse9389
    @williamlacrosse9389 Год назад +1

    Great vid. Thx for sharing.

  • @art.leosilva
    @art.leosilva 3 месяца назад +1

    lord varys!! Great video!

  • @raplevision86417
    @raplevision86417 3 месяца назад +1

    respect

  • @divina.glitch
    @divina.glitch Год назад +1

    Thanks bro!

  • @echobravo1011
    @echobravo1011 Год назад +2

    Thank you for this tutorial! Where can I get your preset for MovieRenderQueue?

    • @Jobutsu
      @Jobutsu  Год назад

      It comes with the Movie render Queue plugin.
      Sometimes, it seems it is not available in the project until, I add a Metahuman and restart.
      1. Open Settings/config in Movie render Queue
      2. Hit Load/Save preset at the top of the dialog that opens.

  • @TheWordandI
    @TheWordandI Год назад +1

    Great tutorial!! Can u use the Metahuman lightning in a cinematic render. While character is in motion? Can I parent or group the lighting to them? My metas never looks ultra realistic in my renders. Thanks in advance! Keep up the good work mate

    • @Jobutsu
      @Jobutsu  Год назад +1

      Yes you can parent lighting to a Metahuman. You can put the lights in the Metahumans blueprint as well.
      You can also animate/move your lights in sequencer, if required.

  • @JamesBeukelman
    @JamesBeukelman Год назад +1

    Great tutorial sir, thank you! Have you had any luck getting a CC4 character's hair working in the UE5 path tracer? I've spent hours and hours with no success.

    • @Jobutsu
      @Jobutsu  Год назад

      I never tried because I prefer to work with groom hair in Unreal Engine.

  • @blockschmidt
    @blockschmidt Месяц назад +1

    Why choose optix over openimage denoise:)?

  • @zenparvez
    @zenparvez Год назад +1

    Hey Jo great tutorial, also want to ask if theres any plans for a video regarding daz3d clothing to metahuman ? Have a huge collection of G3 and G8 clothing and armours and really wanted to use on metahuman. Thanks in advance and appreciate your hard works.

    • @Jobutsu
      @Jobutsu  Год назад

      I have been running experiments but it is not easy to teach.

    • @zenparvez
      @zenparvez Год назад

      @@Jobutsu The only way i was able to load in through character creator and iclone but its not a 100% okay since the polygons mostly gets cracked up and needed to fix it and a lot of painful failures.

  • @HarmansSingh-q9i
    @HarmansSingh-q9i 18 дней назад +1

    1000 spatial samples, 4k video? What beast are you running this on?

    • @Jobutsu
      @Jobutsu  3 дня назад

      It does not matter because it is a single frame/portrait.

  • @birdonfiremedia
    @birdonfiremedia Год назад +1

    Awesome, thank you! Do you have to disable virtual texture maps, or is there a workaround? Without the VTMs enabled, I don't know of a way to use a UDIM workflow with UE.

    • @Jobutsu
      @Jobutsu  Год назад +1

      That is only my personal choice because, I do not need to work with Virtual Textures.

  • @Snahbah
    @Snahbah 2 месяца назад +1

    Using 5.4 disabling Texture Streaming really messes things up.

  • @apefinance
    @apefinance Год назад

    Hii, with the same MHL Project and Path tracing, my problem is that with the backgorund sphere enabled, the other lights do not change anything on the Metahuman. I used the Raytracing Portrait Lightning.
    What could I change to resolve this?

  • @NoorFilms786
    @NoorFilms786 Год назад +1

    hi, very nice video, was just wondering how long did that render take?

    • @Jobutsu
      @Jobutsu  Год назад +1

      I forgot to time it because, I did experience a crash.
      On an rtx4080, 2 frames,1000 samples at 4K, were somewhere around 10 minutes.

  • @jonos138
    @jonos138 6 месяцев назад +1

    Is path tracing still available in 5.3? I couldn't find a way to activate it.

    • @Jobutsu
      @Jobutsu  6 месяцев назад

      Enable hardware raytracing and pathtracing in the project.

  • @nicholass3430
    @nicholass3430 Год назад +1

    Hi Jobutsu, i found that enabling PT with Strata materials caused the eye occlusion to become black again (despite this fix). Any idea how to solve it? Thanks

    • @Jobutsu
      @Jobutsu  11 месяцев назад

      I am ashamed to say that, I am behind the curve with Strata.

  • @eliteartisan6733
    @eliteartisan6733 Год назад +1

    Mr Jobutsu. I wonder if you could help me. Whenever i render metahumans there is a blurry line around the body. How could i fix that?

    • @Jobutsu
      @Jobutsu  Год назад

      Try playing with Anti Aliasing and camera blade count

  • @DemonicHitZ
    @DemonicHitZ Год назад +1

    Sir can you tell me why my rendered metahuman image looks like Cartoonist type... It looks blurred and the colors are like cartoon type
    Help out I tried every setting but the results are the same

    • @Jobutsu
      @Jobutsu  Год назад

      I do not know the answer.

  • @danielefrontini6204
    @danielefrontini6204 Год назад +1

    HI Jobutsu, thank you ! With many metahumans I cannot use path tracing - it seems not to converge - disabling “Enable Simulation” in the groom asset solves the issue (but we loose the simulations…) - Have you any experience of it? Thanks!

    • @Jobutsu
      @Jobutsu  Год назад

      I do not have the hardware to do a lot of Metahuman pathtracing experiments, so no I have not experienced that at the moment.

    • @danielefrontini6204
      @danielefrontini6204 Год назад

      @@Jobutsu Thanks for the reply! Anyway it is working by rendering with movierenderqueue, so no big deal...

  • @bishalhaldar7435
    @bishalhaldar7435 Год назад +1

    Hey Jobutsu can i know the settings or parameters of Still ultra preset please.

    • @Jobutsu
      @Jobutsu  Год назад

      I think the preset should exist when you enable the Movie Render Queue plugin ?

  • @JoshuaLundquist
    @JoshuaLundquist Год назад +2

    Did he just blink at 1:35 ? Haven't brought a metahuman into 5.1 yet, is this maybe a new thing?

    • @Jobutsu
      @Jobutsu  Год назад +1

      My metahumans have my own plugin enabled on them. It is not available publicly yet.
      Here is a way to do it.
      ruclips.net/video/Q7J84TGiKxs/видео.html

    • @JoshuaLundquist
      @JoshuaLundquist Год назад

      @@Jobutsu Actually just watching this, thanks love yr work

  • @MT-ny7ir
    @MT-ny7ir Год назад +2

    You need to have a rtx gpu to activate pathtracing?

    • @Jobutsu
      @Jobutsu  Год назад +1

      No, it is for the optix denoiser.

    • @MT-ny7ir
      @MT-ny7ir Год назад +1

      @@Jobutsu ok thx Jobutsu,
      Also have u tried skeletal modeling tools displacement on a metahuman ?

    • @Jobutsu
      @Jobutsu  Год назад

      The editor repeatably crashed with the new Skeletal Mesh tools, so i am waiting until it is more stable.

  • @cro0w
    @cro0w Год назад +2

    Where's the final results?

  • @m1sterv1sual
    @m1sterv1sual Год назад +2

    Couldn't not notice your output resolution is set to 4096x2160, for 4k output u prob should use 3840x2160.

    • @vandelayindustries2971
      @vandelayindustries2971 Год назад +2

      4096x2160 is also a common 4K resolution. It's a little bit wider than 16:9, but nothing wrong with it.

    • @birdonfiremedia
      @birdonfiremedia Год назад

      4096x2160 is true DCI 4K. 3840x2160 is UHD

  • @Amelia_PC
    @Amelia_PC Год назад +1

    Does it work with my humble RTX 3050?

    • @Jobutsu
      @Jobutsu  Год назад

      I have no idea, try it.

    • @Amelia_PC
      @Amelia_PC Год назад

      @@Jobutsu So, I'll stick with UE4 for a trailer. I'm under a deadline and can't waste time right now. But I'll try it later for sure. Thanks!

  • @poochyboi
    @poochyboi Год назад

    how do you get groom hair to show in path tracing?

    • @Jobutsu
      @Jobutsu  Год назад

      By watching this tutorial 😁

    • @poochyboi
      @poochyboi Год назад

      @@Jobutsu touché.

  • @GameDevAraz
    @GameDevAraz 9 месяцев назад +1

    I'd rather have better physics and a working engine then this crap

    • @Jobutsu
      @Jobutsu  9 месяцев назад

      I would rather have a gold toilet and Ferrari.