Render with alpha - Quick tutorial - Unreal Engine 5

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  • Опубликовано: 16 ноя 2024

Комментарии • 63

  • @JeanZuletaOS
    @JeanZuletaOS Год назад +3

    I've been a long-time Blender user and recently switched to Unreal Engine 5 for an important project. Your tutorial was a game-changer. In Blender, hiding from rendering was easier, and I was lost in UE5 until I watched your video. Without it, I might not have achieved rendering the project in alpha. Thanks a million!

    • @cgworld.online
      @cgworld.online  Год назад

      Glad to be of service! :)
      Best with your project!

  • @alitalhouni8408
    @alitalhouni8408 10 месяцев назад

    Thanks for showing everyone this! This tutorial helped me figure out out to render my mesh out into an image sequence to be used as a sprite sheet.

    • @cgworld.online
      @cgworld.online  10 месяцев назад

      Thanks for your comment! Happy to help ☺

  • @parallelDS
    @parallelDS 5 дней назад

    Holy Sh!t !!! Game changer. Thanks. You just saved me A LOT of time in Aff Photo.

  • @cgworld.online
    @cgworld.online  Год назад +8

    When it comes to more complex lighting. You may need to render without the alpha channel as well as
    the alpha render pass (the black render) and composite using video/ compositing programs with
    the alpha as a mask on the 'Beauty' render.
    Hope this helps.
    Best of luck with your projects!

    • @둘둘둘-w9o
      @둘둘둘-w9o Год назад

      Please explain how to render a scene with complex lighting and smoke >>(the black render)

    • @cgworld.online
      @cgworld.online  Год назад

      ​@@둘둘둘-w9o Hey thank you for your comment.
      I haven't tested this with smoke yet but the same process above might work?
      -rendering without the alpha.
      -then follow the tutorial and render which should be black
      -the black render should have the alpha channel which can be used as a mask
      on the original render.
      -this can be done on most video editors.
      There probably is another workaround but this is the extent of my knowledge for this subject. wishing you the best!

    • @둘둘둘-w9o
      @둘둘둘-w9o Год назад

      @@cgworld.online i will try thank you sir

    • @jdvroum
      @jdvroum Год назад

      Yes it's helping à lot, thanks ! One more time I can render out that unreal is really difficult.

  • @Singingmute
    @Singingmute 2 месяца назад

    Excellent, exactly what I was looking for.

  • @voidopiumbird
    @voidopiumbird 2 месяца назад +1

    but still conserve the light, and indirect light in the car right?

  • @posada4k287
    @posada4k287 8 месяцев назад +1

    Videazo! Rápido y conciso 10/10

  • @danjmaurer
    @danjmaurer 3 месяца назад

    Thanks for walking through this!

  • @lorenzo_susca
    @lorenzo_susca 10 месяцев назад +1

    But in this way hiding for example a "volumetric Cloud" or a "Sun Sky" would also lose their reflections on the object to be rendered, just as if there were not just. Isn’t there a more functional way like on Blender to make Bg transparent by keeping refractions on objects?

    • @cgworld.online
      @cgworld.online  10 месяцев назад +3

      sorry my knowledge is rather limited with this. but my workaround is this:
      "When it comes to more complex lighting. You may need to render without the alpha channel as well as
      the alpha render pass (the black render) and composite using video/ compositing programs with
      the alpha as a mask on the 'Beauty' render."

    • @lorenzo_susca
      @lorenzo_susca 10 месяцев назад

      @@cgworld.online Mmh seems to me a more than valid solution!
      Of another suggestion, I did several research and tests on the subject, and apparently the best solution is very similar to the one you indicated, but instead of doing more export just make only 1 of the whole render with alpha channel implemented; instead use export . jpg or . png must use the extension. exr (with multilayer enabled) and add in the settings "Object IDA" (by checking the option Include Translucent Object). After doing this in a compositing software (I used Davinci Resolve) you have to use the Cripto Matte script to separate the parts that interest us... it’s very convenient

  • @RoiDeMai
    @RoiDeMai Год назад +1

    Thanks for sharing, time saving tut for real

  • @meetmistry9653
    @meetmistry9653 9 месяцев назад

    this tutorial helped me thanks buddy

    • @cgworld.online
      @cgworld.online  9 месяцев назад +1

      Glad to be of service! best to you and your projects!

  • @bobeditbay22
    @bobeditbay22 Год назад +1

    Thank you so much!! so nice to just see how to do it, without the commentary! awesome! subscribed

  • @sridharappanna1842
    @sridharappanna1842 9 месяцев назад

    Hi, I tried the steps from this Tutorials to render a Car with Alpha Background, but I am Getting Issues with the Transparent Glass materials for the Headlamps and Windshield. After rendering the png Image, The Headlamp ( which has the Glass material ) has a transparent ( alpha ) and I cant see the inner details of the Headlamps. Any solution can you recommend to this Problem ? Thanks for this amazing Tutorial !!

    • @cgworld.online
      @cgworld.online  9 месяцев назад +1

      Thanks for the comment! Ah, that is interesting you may need to adjust the alpha properties in the material settings?
      if that doesn't work here are a few other things to try?
      Double-Sided Rendering:
      Ensure that the material is set to render double-sided. This is important for surfaces like glass where you want to see through from both sides.
      Refraction Quality:
      Check the refraction settings in your material. Sometimes, increasing the refraction quality can enhance the realism of transparent materials.
      Opacity Mask vs. Translucency:
      Depending on your use case, consider using either Opacity Mask or Translucency in the material settings. Opacity Mask can give a more accurate representation of glass, while Translucency can be more performant but may not handle complex transparency as well.
      Material Blend Mode:
      In UE5, make sure you are using the appropriate material blend mode for your transparent materials. Common choices are "Translucent" or "Masked," depending on the complexity of your material.
      Adjust Alpha Threshold:
      If you're using a texture for the alpha channel, ensure that the alpha values are set correctly. Sometimes adjusting the alpha threshold can make a difference in how transparent areas are handled.
      HDR Image for Reflections:
      Ensure that you're using a High Dynamic Range (HDR) image for reflections. Glass materials, especially for car headlights, benefit from accurate reflections to enhance realism.
      Lighting Setup:
      Review your lighting setup. Sometimes issues with glass materials can be related to how light interacts with the scene. Adjusting the lighting and its intensity can have a significant impact.
      Post-Processing Settings:
      Check UE5's post-processing settings, particularly those related to bloom and reflections. Tweaking these settings might improve the appearance of glass materials.
      Material Quality Settings:
      In the UE5 project settings, verify that the Material Quality Level is set appropriately. Higher quality settings can improve the rendering of transparent materials.
      Use a Separate Material for Inner Details:
      If the inner details of the headlamps are not visible due to transparency, consider creating a separate material for the inner details with less or no transparency.
      Best to you and your project!

  • @rahmaddwik4955
    @rahmaddwik4955 10 месяцев назад

    there are many objects that I will hide, is there a special shortcut if I click once everything follows hidden ?

    • @cgworld.online
      @cgworld.online  10 месяцев назад

      I'd probably add all the objects into a separate folder and just hide the folder?

  • @3D_dude-ix2yt
    @3D_dude-ix2yt Год назад

    THANK YOU, very cool tutorial

  • @lefthander3807
    @lefthander3807 8 месяцев назад

    It renders out only black frames, in the sequencer looks ok but at the end only black, any idea?

    • @cgworld.online
      @cgworld.online  8 месяцев назад

      When it comes to more complex lighting. You may need to render without the alpha channel as well as
      the alpha render pass (the black render) and composite using video/ compositing programs with
      the alpha as a mask on the 'Beauty' render.
      Hope this helps.
      Best of luck with your projects!

  • @pluto814
    @pluto814 Год назад

    hi, I got a blurred image with black background :( How do I fix this? wanted a transparent png in good resolution

    • @cgworld.online
      @cgworld.online  Год назад

      Sorry to hear you are having trouble, Maybe one of these solutions below could help?:
      -Ensure that the material applied to your object in Unreal Engine has the correct opacity settings and that you're using a texture with an alpha channel.
      -In the Sequencer, check your render settings. You should have an option to render the alpha channel. Make sure this option is enabled.
      Output Format:
      -Verify that you are rendering to a file format that supports alpha channels, such as PNG or TGA.
      -In Unreal Engine's Project Settings, look at the Rendering section. Make sure "Override Custom Depth Pass" and "Enable Custom Depth-Stencil Pass" are turned off. These settings can affect the alpha channel rendering.
      -Blurriness can sometimes be a result of anti-aliasing settings. Experiment with different anti-aliasing methods to see if it affects the quality of your alpha channel.

  • @sectorrafo4430
    @sectorrafo4430 6 месяцев назад

    What if i have milions of meshes etc and i cannot add them to sequencer?

    • @cgworld.online
      @cgworld.online  6 месяцев назад

      I would try create a group/ folder with the meshes and try add that to the sequencer?
      I'll try have a look when I'm free

  • @jdvroum
    @jdvroum Год назад

    Hello, If I have niagara particules, when I do what is on your video, I don't see my particules ! How can I fix this ?

    • @cgworld.online
      @cgworld.online  Год назад +1

      Hello @jdvroum that's an interesting one! I'm not certain, but you could try these:
      Material:
      Make sure the material for your Particles support alpha rendering You can check this
      by looking at the material properties and making sure that the Blend Mode is set to "Translucent" or "Masked."
      Texture Alpha:
      If you are using textures with alpha channels In the texture settings, make sure that the Alpha channel is set to control opacity.
      Particle System Settings:
      Double-check the settings of your particle system. Go through the particle system's properties and make sure that the "Alpha" and "Opacity" settings are configured. You can adjust these settings to control how particles fade in and out.
      I would also check if the lighting might not be showing them if it's being disabled in the render?
      Best to you and your project! Good luck! :)

    • @hansolpurr
      @hansolpurr 6 месяцев назад

      Dunno if this is your issue, but many times particles need time to start up. Within anti-aliasing, bump up your render and engine warm up counts.
      Think about a particle asset in the editor. When you hit play/simulate, many times the particles (smoke for example) will just start emitting on the start of the simulation, so it just needs warm up to have it populate properly. Imo it's one of the many core fundamental differences in working w realtime in sequencer. It's not like an effect footage layer in another application.
      Thinking on this more tho, there may be a way to bake the particles in scene? Tho i have not tried it.

  • @snook-official
    @snook-official 6 месяцев назад

    Thanks!

  • @mkhizeart
    @mkhizeart Год назад

    Nice, thanks bro

  • @seancollett6
    @seancollett6 10 месяцев назад

    Why do I have to keep the lighting "simple"?

    • @cgworld.online
      @cgworld.online  10 месяцев назад

      it just makes things easier to do. as you'd need to render a mask and comp it if it doesn't work

  • @cglancer
    @cglancer Год назад

    can you just have the car and it's shadow on alpha?

    • @cgworld.online
      @cgworld.online  Год назад

      it's not something I've done yet but I have a few ideas:
      render multiple render passes including the main render with shadow pass.
      then render the alpha pass for the car and layer it with the shadow pass?
      an easier method to set up, but might be tricker to colour correct. would be make the floor a green screen by applying a green material, then editing it out in post?
      not sure if this would work: make sure lighting casts shadows.
      and make the floor mesh transparent but allows it to receive shadows?
      In maya it's quite simple as you have a special 'ShadowMat' which only renders the shadows cast onto it.
      Hope atleast one of these methods helps!
      Best to you and your projects!

    • @mentalblasphemy6216
      @mentalblasphemy6216 11 месяцев назад

      It's almost 100% that it's something in Postporcessing. That was thing on my side. I used post materials and stencils. And simply forgot about them. And it was affecting whole scene. LI've been so angry that lost couple hours on finding it out while solution was right under my nose.

    • @cgworld.online
      @cgworld.online  9 месяцев назад

      @@mentalblasphemy6216 if found myself in that position far to many times than I'd like to admit XD
      Glad you got there in the end!

  • @David_Fernandez
    @David_Fernandez 11 месяцев назад

    Great and quick! BUT ... project must compile all shaders again if you enable alpha channel ... tic toc tic toc

    • @David_Fernandez
      @David_Fernandez 11 месяцев назад

      ...auch! Half an hour and still left 13.000 shaders ...

    • @cgworld.online
      @cgworld.online  9 месяцев назад

      @David_Fernandez just seen this! Yeah! compiling shaders can take a while depending on the scene!
      Hope it's not still going! 😅

  • @hotsauce7124
    @hotsauce7124 Год назад

    Thank you

  • @SamG-nq4pi
    @SamG-nq4pi Год назад

    i have nothing but a character and a light in my scene, but the background is still not transparency in the render

    • @cgworld.online
      @cgworld.online  Год назад +1

      Sorry to hear that, that is odd... what type of light are you using?

    • @SamG-nq4pi
      @SamG-nq4pi Год назад

      @@cgworld.online thanks for your response, I almost find the problem but still don't know what to do. The problem come from the anti-aliasing, when it's on, my background is not transparency. i try to change every settings in this plugin but it's change nothing.

    • @cgworld.online
      @cgworld.online  Год назад +1

      @@SamG-nq4pi Hmm, that is interesting. I'm guessing your using the settings shown at the end of this tutorial too?
      -Did you save and restart Unreal after enabling the plugins?
      -if .png isn't working maybe try .exr?
      Otherwise I'm sorry I'm not sure what else you can try right now.

    • @SamG-nq4pi
      @SamG-nq4pi Год назад +4

      @@cgworld.online i'm feel stupid... it's work with "accumulator includes alpha". I stopped the video from "good luck with your project". Thank you a lot for your patience !

    • @cgworld.online
      @cgworld.online  Год назад +4

      @@SamG-nq4pi No not at all, After rewatching this video I realised it was edited a bit to fast. I will learn and consider this in future videos.
      Best to you and you're projects!

  • @알파벳-g3d
    @알파벳-g3d 5 месяцев назад

    genius

  • @cr0uchingtiger
    @cr0uchingtiger 11 месяцев назад

    This is about the 6th tutorial I've tried that doesn't work on this subject. I know others that are having the same struggle.

    • @cgworld.online
      @cgworld.online  11 месяцев назад +1

      I understand the struggles.
      It could be that there is still something enabled in your scene like a skybox or post-processing feature, or something?
      or possibly the project settings have been tweaked in the past?
      Alternatively
      When it comes to more complex lighting. You may need to render without the alpha channel as well as
      the alpha render pass (the black render) and composite using video/ compositing programs with
      the alpha as a mask on the 'Beauty' render.
      to get (the black render) you'll want to turn everything off in the scene apart from what you want to show.
      it'll render black but should have the alpha channel you need to mask out the render without an alpha.
      this can be done in many video editors, like premier pro/ DaVinci resolve.
      or in photoshop for stills.
      If none of this works, maybe try make a fresh project, migrate the assets into the new one.
      and see if that helps?
      Best of luck

  • @predesign5109
    @predesign5109 Год назад +1

    Thx !! you cool

  • @da_visual
    @da_visual 8 месяцев назад

    Is this Ray Tracing or Path Tracing??

    • @cgworld.online
      @cgworld.online  8 месяцев назад

      I'm sure used the default Realtime rendering- rasterization. As I'm not certain if Lumen uses realtime raytracing. I'll try make a future video using those methods.
      Best to you and your projects!

  • @FinnBrooks
    @FinnBrooks 10 месяцев назад

    Thank you! Great easy tutorial. Too many 10 minute ones with people talking.

    • @cgworld.online
      @cgworld.online  10 месяцев назад

      Thanks for the comment Finn! Glad to help!

  • @gabrielecella
    @gabrielecella 2 месяца назад