Thanks so much for getting back to me! I have implemented some of these into more renders but it still resolves to black. Below are my specs.
Engine Version Unreal Engine 5.5
GPU NVIDIA RTX 3060
DirectX Currently using DX11 now
Camera Type CineCameraActor
Camera Cuts Track can verify the “Camera Cuts” track is properly set up in Sequencer and spans the full duration of the shot
Exposure Settings:** Auto exposure is disabled in both the CineCamera and Post Process Volume. I’m using a fixed manual exposure value in camera
I have the right sublevels visible and the others hidden.
Lumen:** just disabled via Project Settings
Nanite:** I’ve used the console variable r.Nanite 0
and attempted to convert all meshes to static where possible. not sure if I need to do more to turn that off? Or if I add those cvars from the video, although my engine.ini looked a bit different from his so I was apprehensive. And even when I delete most of the meshes it still renders black from my sequencer. But I will still try this.
- Path Tracer: Not currently in use, though I’m open to trying it if it might better suit this sequence
Virtual Shadow Maps is Enabled
Anti-Aliasing & Warm-Up Frames:* In Movie Render Queue, I’ve enabled “Render Warm Up Frames” and have adjusted the sampling settings. My warmup is 32 but I increased to 1500 like he does in the video but still has the same result.
Sublevels relevant sublevels are set to “Always Loaded”
However, for better context and I suspect to be somewhat the cause is I wonder about the assets in my scene. I did import some elements from this Fab asset pack (linked here: Dark Ruins Megascans Sample | Fab). But 90% of these I deleted. It’s a small cave section I duplicated (rocks and decals) it would have used nanite and lumen by default but I was hoping I got the scene to be basic enough to use in renders with a couple of my assets.
Let me know your thoughts? I’ve been battling this for the past week or two, and it feels like something is hitting a limit. The render preview looks to kick off normally sometimes and outputs 1 or 2 frames, sometimes a whole shot, but then quickly resolves to black frames later on after thinking I’ve fixed it. For a while, I was only getting renders if I rendered not by shot but from the beginning of the timeline,the first couple shots would always be black but then I would start getting some rendered frames. Hence I added more warmup frames per shot, but this didn’t seem to change it.
Included a preview so you can see the amount of stuff that’s there. Also worth noting I have a stylised post processing on although this is very inexpensive it’s practically just a filter overlay.