Exporting the Detail Lighting View from the Sequencer (VFX Workflow)

I’m looking for a way to export the Detail Lighting view from the Sequencer in an attempt to composite passes together outside of Unreal. There is a Base Color pass, but no default option for lighting which is a required pass in a typical VFX workflow. This question has been asked several times before, but I’m having issues implementing a solution.

Using a blueprint with an Execute Console Command with the string viewmode lit_detaillighting works only when playing the game. I want to export an EXR sequence from a cine camera. Is it possible to override the default Lit view from a camera in the Sequencer?

Any ideas would be much appreciated.

References:

A bit of an old thread, but I am running in the exact same problem.

Did you find a solution by any change?

Ok, solution was quite obvious.
for anybody stumbling on this thread and is looking to do the same. Go in your configuration settings for your sequence and click ‘Settings’, where you can simply add ‘Deferred Rendering (Detail Lighting)’

1 Like