Non real time rendering?

Is it possible to render in non real time to be able to use high-poly models and highest-quality settings including antialiasing, transparency, translucency, raytracing, GI, displacement mapping, etc. In other words, all of the features found in other, high-end rendering engines?

Yep! movie render Queue. I’ll assume you come from a non-unreal background? Because the engine can solve most if not all of those things in real-time anyways.

Hey there @JKMoGraph! Welcome to the community! As J said, Unreal has a whole suite dedicated to putting out renders that aren’t real time. Here’s a couple of great resources to help get you started! The docs are a bit dated but still (mostly) accurate.

Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.

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Thank you for posting that @SupportiveEntity ! I’d like to add a bit to that for some of the features UE supports that other renderers do not.

Nanite mesh rendering supports literally unlimited geometric detail in real-time for most objects, with exceptions for translucency and skeletal meshes. Combine that with lumen GI and reflections, and you can get a really robust WYSIWYG editor experience, so you get a pretty good idea of what your final shot will look like. The Movie Render Queue really just lets one push the real-time settings higher in quality, including higher sample counts, resolutions, and improved image stability.

And then there’s the path-tracer, which you’ll find is pretty similar to Arnold or any other offline renderer. The advantage UE provides is that lumen can allow you to do extremely rapid real-time VisDev, and you can use the path-tracer for your final plate.

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