Ok, to sum things up.
The only real reason I wanted to use sequencer (for now) was to render separate passes at the same time. Matinee can’t do this. Well, that’s what I thought but whaaaaaaa, it can. I have no idea why I haven’t seen it before in the matinee options.
Ok, I want/need to export 3 passes:
Final
AO
World Normal (so I can make an alpha for the sky).
I need these passes to be done the same time because I’m using animated trees which, if doing it at different times, won’t be in sync.
A couple of days ago I exported the animation with jpg format… It looked good.
Today I’ve been working with sequencer and have noticed that the quality (when using separate passes) is very different to the jpg. As if Unreal is using compression on it. It’s doing the same low quality on all passes.
I’m exporting another test now (not using custom passes) in png format.
The quality is fine, just like the jpgs.
So, it seems to be custom passes feature that is causing me this hassle.
I’ve just tried rendering as a separate process with custom passes and it still looks reduced quality.
I’m attaching a link to some renders. You’ll see what I’m talking about with the difference in quality for the custom pass one. Particularly on the site grass. In a sequence, the pixels jump all over the place. I haven’t changed the resolution because I want people to see them as they came out.
https://www.dropbox.com/s/g4qmrbcv76lbnsr/Unreal_renders.rar?dl=0
So, my question is this.
Why is this happening? What can I do to get the same quality as when not using custom pass mode?
By default the passes are brought out as png’s.
Do you know where this can be changed? I’d rather work in png’s (or tiffs) over bmp’s but I need to have control of the quality settings for separate passes.
I tried exr’s and they were abt 60mb. My boss wouldn’t be ok with that. There are 7000 frames.