Hi,
I’ve built a level and a camera sequence. There are a set of elements I wish to hide from the first render and then do a second render pass with ONLY these elements on black background (so I can import in post) - is this possible to do?
Hey there @The_Clean_Bandit! I think you’re in need of render passes with stencil layers!
Hope this helps!
YES!!! This is definetly what I need. Only issue is - I’ve followed the article by doing the following:
- Added foreground items to their own layer
- Selected stencil layers and selected “Add default layer”
- “Accumulator includes alpha” is checked, and I’ve also checked ‘Disable tone curve’ in colour options
I’m exporting as Apple ProRes files, and the result is as follows:
- Several Items within the foreground layer are semi-transparent
- The background layer doesn’t include sky, fog, clouds, sun
Tell you what is strange @SupportiveEntity, take a look at these 3 renders - from one render pass. The first is both foreground layer (forest) and the rest of the scene.
Secondly, we have just the forest scene - however, you’ll see the trees and background rock are missing.
Thirdly, in the rest of the scene - you’ll see the plants are masked out (as they should be) - but there is a feint ghost of the trees - it’s like the trees and rock haven’t been included in the layer (even though they are there for sure)
Admittedly I don’t use much of the rendering/production suite in Unreal too often as I primarily work in games, but could it be the post processing being applied to the frame for that ghosting? I knew we had the capability and I use stencil buffers myself for gameplay visuals. It’s like the render isn’t respecting the entire stencil buffer?
I found this on another forum - wondering if this might be the reason for some objects rendering translucent? Any idea what this means?
Procedural mesh not rendered in CustomDepth : unrealengine (reddit.com)
I’m definitely going to have to research this system a bit more before I could give a definitive answer there.
Oh, just saw the edit, and I don’t think the issue is translucent materials not writing to the depth buffer here, I don’t think any of your materials in the render scenes are set to translucent right?