Implementing UE4 in VFX pipeline

Hi, yeah I didn’t recieve the notification.

About the linear EXR output, I am not too sure because when exporting as EXR you have to choose a Color Gamut and each Color Gamut produces colors that are a bit different. (Check the bottom of this page: https://docs.unrealengine.com/latest/INT/Engine/Sequencer/Workflow/CustomRenderPass/). As I can’t give a correct answer to this question I guess its better to wait for someone who has more experience to reply on it.

The double res should work yeah, but the AA is really a big no in my opinion.

The passes like AO are basically just what you see when you go to buffer visualization to visualize a specific pass (Check here: View Modes | Unreal Engine Documentation). I am not too sure if you can actually increase the samples for AO in UE4, but all the values are controlled by a Post-Processing volume. You might be able to increase the samples/quality through console commands tho.

About the depth, I am not sure how does “depth.world units” really work, as I personally never really used it. I guess someone with more experience should comment on this aswell.