I haven’t been using Unreal for a very long time. I recently got a freelance project to do an environment for a client using UE5.
I was very much looking forward to learning more about UE5 as I went through the job, and I am still glad I went with UE5, and am really keen to learn more about it.
Here’s a thing I ran into:
I built the environment, and was ready to render out final images. I used the Movie Render Queue to get the first renders out to the client, and heard back from them a few days later with some changes that needed to be addressed.
Not a problem!
fixed the issues, go to render using the MRQ, gasp the renders are coming out black! nothing but a big black void where a nice environment should be.
I am using the wonderful Ultra Dynamic Sky plugin to light the enviro, btw.
After a couple days trying to figure out what happened to the level or project or asset or anything that would cause my renders to stop working, I found the High Res Screenshot tool.
It was perfect for what I needed! Holy cow! Should have used that from the beginning for this project.
But!
I really like the functionality (not so much the complexity) of the MRQ, but it seems like the viewport and the MRQ don’t really talk or share data very well.
How does the MRQ render the shot?
There were major variances between what I saw in the viewport, and what got rendered out of the MRQ.
This is where the High Res Screenshot tool saved me. After all that time tuning and faffing to get the shot looking good, it delivered exactly what I was looking for and expecting.
It would be super awesome if the MRQ got its data straight from the viewport, just like the HRS tool does.
Of course it might do just that…
High resolution rendering does not support all rendering features.TAA and Auto Exposure are not supported.
So you need to adjust the camera parameters in Sequence,such as adjust auto exposure to manual exposure.
When using Ultra Dynamic Sky for static images or cinematics where you are trying to art direct the lighting and clouds, select your UDS and in the details set all of your speed settings to zero and uncheck “randomize cloud formation on run” . This will ensure consistent lighting when you render.
When you go to render you’re pretty much starting the game and any simulations that go with it and while using UDS it moves the clouds to a random position as well as starts weather and time of day simulations. And the reason you may be getting a black screen is because you need to uncheck “Apply Exposure Settings” in UDS, then if you haven’t already, create a post process volume, check “Infinite Extent Unbound” and use the exposure settings set to Manual and then manually adjust the exposure to your liking. This allows you to control the exposure yourself.
There are also cases like with tiling (High Resolution setting in MRQ) that doesn’t support auto exposure, so setting it manually is crucial, otherwise you will get a black render. Hope that helps, even though this comes almost a year later ha ha!
Hello, my High Resolution setting in MRQ renders are coming out black. How may I fix this?
If turn ‘off’ High Resolution in MRQ and set the camera exposure “Auto Exposure Histogram” the render looks good. But I need to render 16K with High Resolution 16384 x 9216.