Hi,
Coming from the VFX world as an Artist and Pipeline developer, I’m used to dealing with strict naming conventions when working with Shots / Output renders. I’m also super new to UE4 and wanted to know if there’s a way to control the naming convention of the output rendered .EXR’s on a more granular level.
Currently the naming convention we’re using for [Houdini, Nuke, Maya, etc…] looks like what you see below. We’re also using Shotgun and Shotgun Toolkit to control the naming conventions based on [Project, Episode, Sequence, Shot and Tasks] tokens in customized Shotgun Toolkit templates.
Example naming convention:
From the Shotgun Toolkit templates file:
[TABLE=“border: 1, cellpadding: 1”]
@shot_root/
work/
renders/
v{version}/
{Project_Short_Name}_
{Episode}_
{Sequence}_
{Shot}_
{Step}
[{name}]
v{version}
.{SEQ}
.exr
What’s created on disk when something would be rendered out of [Houdini, Nuke, Maya]. These names are also derived from Shots created in the Shotgun Database:
[TABLE=“border: 1, cellpadding: 1”]
@shot_root/
work/
renders/
v002/
amazeballsExpo_
ext_
opt1_
011-cam4-ngt_
bg
WorldNormal
v001
.####
.exr
@shot_root/work/renders/v002/amazeballsExpo_ext_opt1_011-cam4-ngt_bg_WorldNormal_v001.####.exr
The thought process is similar between UE4 and Shotgun Toolkit but not sure how I can create new {tokens} in UE4. I also realize the UE4 {shot} token name is derived from the [shot] name in the Sequencer Master UI.
I have also looked for insight in the forums and tutorials but nothing was helping, probably due to my lack of knowledge and UE terminology is a bit different than in other DCC packages.
Thanks so much for your assistance.
Best,