Learn how to integrate CG elements into a Media Plate with a shadow catcher using the Composure plugin. You’ll see how to preview CG components against a backplate or video image and get a realistic image by matching the lighting with an HDR skylight.
https://dev.epicgames.com/community/learning/talks-and-demos/eE/using-composure-with-a-backplate-and-hdri-tips-and-tricks-unreal-engine
Thank you, this is helpful since there is no other source of information about this workflow anywhere online (except the help docs). My request for the future would also be, please explain why you are doing some steps. I would prefer to understand why you have to make all these extra steps . Currently I’m kind of repeating the same steps but I don’t know exactly why.
For example, when creating the post process material, how can he in the video just write the name to match the Composure CG Layer and he finds it? I would like to understand why.
Still thank you for the video, it still helps.
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Some notes trying to reproduce this:
- If Ray Traced Shadows are off, then Use Shadow Maps and not Virtual Shadow Maps, otherwise you’ll see foreground objects shadows on the “Floor” composure layer too.
If Ray Traced Shadows are on - either shadow map method will be fine.
- Make sure your level doesn’t have sky atmopshere, otherwise final composure might be the same as Foreground image, because sky atmosphere sets entire Foreground image Alpha to 1.0 and “Over” node in material then have no effect.
- In my case it was also important to have SkyLight on the level with Source Type = “SLS Specified CubeMap”, otherwise shadowed wall was somehow getting in the final render.
If someone has insights on why those work the way the are, it will be really nice to learn.