So I’m new to Unreal Engine and have finally started my first project after watching countless tutorials from ‘Bad Decisions Studio.’
I have a problem: my renders look really strange after being exported. It’s like the things that are out of focus get completely ruined by pixelation, and in some places, the quality is just really bad once exported. What can I do to fix this? I haven’t been able to find a tutorial on YouTube, so I’m reaching out here for help.
Other than that, I just want to say that I’m so happy and excited to learn more about Unreal Engine.
Your excitement is delightful! And this engine is a beast to learn, I’ve been using it since the UDK days and I still feel like I know next to nothing.
Okay, you have a lot of stuff going on here, so let’s try to break it down. Your biggest issue is that your DOF is majorly glitching out. To diagnose that, I’m going to need to know what camera you used, what settings it had, whether or not you used the MRQ, and if so what settings it had.
Given the way the outline looks it’s almost certainly a product of a bad post-processing stack, and the lack of transparency makes me think that you might have just cranked the depth of field effects in such a way that the normal circle of confusion math broke? But that will be determined once you post your settings.
Sidenote: just coming from someone who’s done a fair amount of UE rendering, I would increase the shadowmap resolution or use RT shadows to fix that look, pull the camera back to hide the
low-rest textures better, and reduce the chromatic abberation to more believable levels. Take it or leave it, of course.
Also, compress your images using something other than jpeg, bc the macro blocking is making it hard to determine what’s a rendering glitch and what’s a compression artifact.
Thank you so much for your help! It turns out I had broken the laws of mathematics by turning my aperture all the way down. Thanks for your guide—it was a great help for a new Unreal user like me! I hope you have a really great day, my friend.