Video series on integrating Unreal Engine (UE5) into a VFX and CG animation pipeline.
The approach we’re taking here is modeled after in-camera VFX with LED volumes made famous by ILM’s work on the Mandalorian. There the actors and props on set are real, and the background environment is made in Unreal Engine. We’ll take a similar approach for our linear animation workflow, using Unreal for its ability to render massive environments, and seamlessly combining that with our hero animation in Maya, compositing everything together in Nuke with all the bells and whistles.
Hi Derek! Thanks for sharing it’s a decent setup. This is great but definitely not a very straightforward workaround. The Unreal Reader (aka-genio) in Nuke works well up until 5 but not with 5.1 for now. We will need to wait for 14.1 for it to be integrated again with 5.1 and above. Also, have you tried the render with alpha with tone mapper baked (option)? it renders well with crypto mobo, (with/without) DOF matching in nuke Lin Srgb and ACEScg. You can also do a stencil layer method It basically saves time trying to rework the colour in nuke and dealing with going back and forth. Outputs match and you can also disable the bloom/Fog in UE if you want to do it all in nuke. I have been using some of these tricks for a lot of cinematics and commercials for final outputs.