It looks like your camera cut track is bound to “CineCameraActor9”. This means for that whole duration of the cut, the sequence will be looking through that camera. You need to right click the camera cut, go to properties, and bind the camera to the one you want to the sequence to be looking through.
You can create new cuts anywhere you want, and bind each cut section to a different camera if you want to cut your camera to a different view. Try it out and see if that fixes it!
It looks like some color information is coming out in your renders, but everything is very dark. I saw you said you already changed setting exposure to Manual. Did you also adjust exposure compensation to bring up the exposure? Did you do this on the post process volume, or on an individual camera? Doing it on the PPV will affect all cameras (as long as a camera is not also overriding it - leave the settings on the camera on default to confirm.)
I set up a simple test scene on my end to confirm the Shot track with spawnable cameras doesn’t result in black frames, and that worked out correctly. It makes me think you are having an issue with exposure.
Hey! Thanks for your answer! I already tried it, if you take a look to the first screenshots you can see that I have my “CAM_BACK” camera into de cut seletected, the other screenshot you mention is because I tried creating a new one to test.
I tried to increase the exposure with Photoshop to the render you mention, and it’s even weirder. Could be that the camera’s out of place or that the MRQ is rendering a wrong camera?
Thank you so much for your interest and your answers @comlys@EvanHammel.
I solved the problem.
It wasn’t related to cameras or Shotcut. I found that some of my landscapes were the problem. After a lot of trial & error, I was hiding in-game different assets. Then I turned off all the landscapes of my scene, and the render started to work fine.
It was a matter of patience and unhide one by one until I found that enabling all of them caused the error.
Then I asked ChatGPT what could be the problem, and it told me that having different landscapes touching themselves in different areas of the world causes them to collapse and create weird artefacts. You can see the attached image to have an idea of what I’m talking about.
I had the idea of creating a new camera, moving it a large distance away from the sky to see what happens, and there you go.
What we saw in my previous screenshots were very small triangles from a giant, deformed landscape.
Honestly, I don’t know why it happens, but hiding some of them worked fine. I can’t have all of them at the same time, but well, for this project is OK as I can at least render it.