When Rendering the entire image gets shifted in either horizontal or vertical direction by a single pixel, leaving a row or column of black pixels at one border. Very annoying, especially for compositing. First I thought it is related to using denoiser, but it’s not. The rendering sizes are nothing unusual. Happens with standard sizes.
In this example I have put the rendered white image on a bigger canvas with a slight tint. you can clearly see the bottom row of the rendered white image being black.
Mostly this goes unnoticed cause the edge is dark anyways. However, I’m doing renderings for a client who need his images and videos embedded on a unicolored page, all the colors are matched. Having to go into every single image and video removing the border is aggravating and costly.
This is MRQ, no High Resolution Rendering, Pathtracer (also I’m not sure anymore but I think it only happens with Pathtracer). Resolution here was 1920x1080
AA Method set to None. Spatial 512 Temporal 8. Denoiser can be on or off. No Bloom, no Dof, Multisample Effects Disabled.
The Border appears randomly on the lower or the right border. Dont think i have ever seen it on top or left…not sure though since it is hard to notice. A collegue also has this issue. Current Version is 5.4.4 but it has been there for a while, just didnt care about it before now.
Sidenote: I find interesting that this same effects also happens in GPU based Redshift Render engine but only when using any one of the denoisers (Intel, OptiX, Altus)
I have this exact same problem in one set of our production pathtracing renders (in 5.3). It happens most frequently for me when I am rendering a square aspect ratio and an FOV of 90 (tiles for a panoramic stitch).
The way I have gotten around this problem is to overscan the render by 1%, and then crop the exr in Nuke after. The overscan can be found in MRQ under the Camera settings. One weird byproduct of this is that the exr is written with a full resolution that is 1 pixel smaller than what you set in Unreal. For example, if you set your output resolution in Unreal to be 3500x3500, it will write out a 3499x3499 image, with an expanded data window of 3518x3518.