Movie render graph - Hold out issue

Hi,

I am trying to use the Movie render graph to separate layers (Background, subject, foreground).
The issue I’m encountering is that when I mark anything as a holdout, the layer that renders is transparent and the skies end up black. I am not sure what is causing this.

I’m using Ultra Dynamic Skies for my skies and light. I just want to state that in case that is the culprit.

Any help would be appreaciated.


Hi there, setting an Actor or a collection to have Holdout on will produce exactly the result you got here, this isn’t a bug. Holdout is meant to act as a stencil in your render. Wherever an actor that is set to Holdout is visible to the camera, it will set all 4 channels of your output image to 0 - RGBA will all be empty. If you have an actor that is not set to holdout in front of one that is, that actor that isn’t set to holdout will be visible as normal.

I’ve linked to a part of this video talking about Holdouts -

Holdouts in Unreal Path Tracer

https://youtu.be/P4bUMPwxFu8?si=r4vDj_kfB7Xhwzh9&t=2845

I have not gone through everything in the UDS. But make sure whatever is in there actually has a holdout parameter on the actor. If there are a bunch of components you may have to go get at them individually to set their holdout attributes.

Thanks for getting back to me on this, Shaun. I’ll give that a shot and see if it solves the issue.

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