MetaHumans and Path Tracer in UnrealEngine 5.1

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  • čas přidán 28. 01. 2023
  • I share tips that, I have learned while using UE5 Path Tracing with MetaHumans.
    For those just getting in to PathTracing with NVIDIA RTX cards
    #unrealengine #metahuman #pathtracing
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Komentáře • 69

  • @Jobutsu
    @Jobutsu  Před rokem +1

    Any tips how to improve this ? Leave a comment here

    • @nourhassoun7099
      @nourhassoun7099 Před rokem

      Will test if this works out with my XGEN grooms tomorrow. Been having an issue where groom assets I import from XGEN turn out very blurred and almost transparent with path tracing and super excited to see if this solves it! If it doesn't, I'd love some tips to help out =)

    • @Jobutsu
      @Jobutsu  Před rokem +1

      @@nourhassoun7099 It may cure the problem. I have more experimentation to do before I am happy.

    • @nourhassoun7099
      @nourhassoun7099 Před rokem

      @@Jobutsu glad to tell you that the ray tracing radius setting + reference depth of field totally fixed it! Was struggling with this so your tutorial came at the perfect time

    • @3Dgiants
      @3Dgiants Před rokem

      @@captainblack1346 Epic has documentation on that. Just copy and paste to your render settings.

    • @3Dgiants
      @3Dgiants Před rokem

      @@captainblack1346 Oh I see .

  • @degibocu
    @degibocu Před rokem +3

    It's amazing, I don't know where you get so much valuable information from.

  • @arcinfinium
    @arcinfinium Před rokem +1

    Thanks for solving some problems I didn’t think were solvable. 🙌🏽🙌🏽

  • @Metarig
    @Metarig Před rokem +2

    your tutorials are always the most useful ones. thank you

    • @Jobutsu
      @Jobutsu  Před rokem

      And your knowledge blows my mind !

  • @williamlacrosse9389
    @williamlacrosse9389 Před rokem +1

    Great vid. Thx for sharing.

  • @art.leosilva
    @art.leosilva Před měsícem +1

    lord varys!! Great video!

  • @noceanstudioGC
    @noceanstudioGC Před rokem +1

    Thats great info chunk! Thx man

  • @ValkyrieFighter
    @ValkyrieFighter Před 10 měsíci +1

    Thanks a lot,Lord Varys

  • @divina.glitch
    @divina.glitch Před 10 měsíci +1

    Thanks bro!

  • @raplevision86417
    @raplevision86417 Před 2 měsíci +1

    respect

  • @apefinance
    @apefinance Před 11 měsíci

    Hii, with the same MHL Project and Path tracing, my problem is that with the backgorund sphere enabled, the other lights do not change anything on the Metahuman. I used the Raytracing Portrait Lightning.
    What could I change to resolve this?

  • @jimmwagner
    @jimmwagner Před rokem +1

    This is great! I am super new to Unreal so one suggestion would be to say why your changing things like lumen to screen space and what the difference is. Admittedly, I am super biased on this feedback :)

  • @birdonfiremedia
    @birdonfiremedia Před rokem +1

    Awesome, thank you! Do you have to disable virtual texture maps, or is there a workaround? Without the VTMs enabled, I don't know of a way to use a UDIM workflow with UE.

    • @Jobutsu
      @Jobutsu  Před rokem +1

      That is only my personal choice because, I do not need to work with Virtual Textures.

  • @echobravo1011
    @echobravo1011 Před rokem +2

    Thank you for this tutorial! Where can I get your preset for MovieRenderQueue?

    • @Jobutsu
      @Jobutsu  Před rokem

      It comes with the Movie render Queue plugin.
      Sometimes, it seems it is not available in the project until, I add a Metahuman and restart.
      1. Open Settings/config in Movie render Queue
      2. Hit Load/Save preset at the top of the dialog that opens.

  • @TheWordandI
    @TheWordandI Před rokem +1

    Great tutorial!! Can u use the Metahuman lightning in a cinematic render. While character is in motion? Can I parent or group the lighting to them? My metas never looks ultra realistic in my renders. Thanks in advance! Keep up the good work mate

    • @Jobutsu
      @Jobutsu  Před rokem +1

      Yes you can parent lighting to a Metahuman. You can put the lights in the Metahumans blueprint as well.
      You can also animate/move your lights in sequencer, if required.

  • @zenparvez
    @zenparvez Před rokem +1

    Hey Jo great tutorial, also want to ask if theres any plans for a video regarding daz3d clothing to metahuman ? Have a huge collection of G3 and G8 clothing and armours and really wanted to use on metahuman. Thanks in advance and appreciate your hard works.

    • @Jobutsu
      @Jobutsu  Před rokem

      I have been running experiments but it is not easy to teach.

    • @zenparvez
      @zenparvez Před rokem

      @@Jobutsu The only way i was able to load in through character creator and iclone but its not a 100% okay since the polygons mostly gets cracked up and needed to fix it and a lot of painful failures.

  • @JamesBeukelman
    @JamesBeukelman Před 11 měsíci +1

    Great tutorial sir, thank you! Have you had any luck getting a CC4 character's hair working in the UE5 path tracer? I've spent hours and hours with no success.

    • @Jobutsu
      @Jobutsu  Před 11 měsíci

      I never tried because I prefer to work with groom hair in Unreal Engine.

  • @blockschmidt
    @blockschmidt Před 4 dny

    Why choose optix over openimage denoise:)?

  • @NoorFilms786
    @NoorFilms786 Před rokem +1

    hi, very nice video, was just wondering how long did that render take?

    • @Jobutsu
      @Jobutsu  Před rokem +1

      I forgot to time it because, I did experience a crash.
      On an rtx4080, 2 frames,1000 samples at 4K, were somewhere around 10 minutes.

  • @eliteartisan6733
    @eliteartisan6733 Před rokem +1

    Mr Jobutsu. I wonder if you could help me. Whenever i render metahumans there is a blurry line around the body. How could i fix that?

    • @Jobutsu
      @Jobutsu  Před rokem

      Try playing with Anti Aliasing and camera blade count

  • @danielefrontini6204
    @danielefrontini6204 Před rokem +1

    HI Jobutsu, thank you ! With many metahumans I cannot use path tracing - it seems not to converge - disabling “Enable Simulation” in the groom asset solves the issue (but we loose the simulations…) - Have you any experience of it? Thanks!

    • @Jobutsu
      @Jobutsu  Před rokem

      I do not have the hardware to do a lot of Metahuman pathtracing experiments, so no I have not experienced that at the moment.

    • @danielefrontini6204
      @danielefrontini6204 Před rokem

      @@Jobutsu Thanks for the reply! Anyway it is working by rendering with movierenderqueue, so no big deal...

  • @nicholass3430
    @nicholass3430 Před 10 měsíci +1

    Hi Jobutsu, i found that enabling PT with Strata materials caused the eye occlusion to become black again (despite this fix). Any idea how to solve it? Thanks

    • @Jobutsu
      @Jobutsu  Před 10 měsíci

      I am ashamed to say that, I am behind the curve with Strata.

  • @DemonicHitZ
    @DemonicHitZ Před rokem +1

    Sir can you tell me why my rendered metahuman image looks like Cartoonist type... It looks blurred and the colors are like cartoon type
    Help out I tried every setting but the results are the same

    • @Jobutsu
      @Jobutsu  Před rokem

      I do not know the answer.

  • @Snahbah
    @Snahbah Před měsícem +1

    Using 5.4 disabling Texture Streaming really messes things up.

  • @bishalhaldar7435
    @bishalhaldar7435 Před rokem +1

    Hey Jobutsu can i know the settings or parameters of Still ultra preset please.

    • @Jobutsu
      @Jobutsu  Před rokem

      I think the preset should exist when you enable the Movie Render Queue plugin ?

  • @jonos138
    @jonos138 Před 4 měsíci +1

    Is path tracing still available in 5.3? I couldn't find a way to activate it.

    • @Jobutsu
      @Jobutsu  Před 4 měsíci

      Enable hardware raytracing and pathtracing in the project.

  • @poochyboi
    @poochyboi Před rokem

    how do you get groom hair to show in path tracing?

    • @Jobutsu
      @Jobutsu  Před rokem

      By watching this tutorial 😁

    • @poochyboi
      @poochyboi Před rokem

      @@Jobutsu touché.

  • @JoshuaLundquist
    @JoshuaLundquist Před rokem +2

    Did he just blink at 1:35 ? Haven't brought a metahuman into 5.1 yet, is this maybe a new thing?

    • @Jobutsu
      @Jobutsu  Před rokem +1

      My metahumans have my own plugin enabled on them. It is not available publicly yet.
      Here is a way to do it.
      czcams.com/video/Q7J84TGiKxs/video.html

    • @JoshuaLundquist
      @JoshuaLundquist Před rokem

      @@Jobutsu Actually just watching this, thanks love yr work

  • @MT-ny7ir
    @MT-ny7ir Před rokem +2

    You need to have a rtx gpu to activate pathtracing?

    • @Jobutsu
      @Jobutsu  Před rokem +1

      No, it is for the optix denoiser.

    • @MT-ny7ir
      @MT-ny7ir Před rokem +1

      @@Jobutsu ok thx Jobutsu,
      Also have u tried skeletal modeling tools displacement on a metahuman ?

    • @Jobutsu
      @Jobutsu  Před rokem

      The editor repeatably crashed with the new Skeletal Mesh tools, so i am waiting until it is more stable.

  • @cro0w
    @cro0w Před rokem +2

    Where's the final results?

  • @Amelia_PC
    @Amelia_PC Před rokem +1

    Does it work with my humble RTX 3050?

    • @Jobutsu
      @Jobutsu  Před rokem

      I have no idea, try it.

    • @Amelia_PC
      @Amelia_PC Před rokem

      @@Jobutsu So, I'll stick with UE4 for a trailer. I'm under a deadline and can't waste time right now. But I'll try it later for sure. Thanks!

  • @m1sterv1sual
    @m1sterv1sual Před rokem +2

    Couldn't not notice your output resolution is set to 4096x2160, for 4k output u prob should use 3840x2160.

    • @vandelayindustries2971
      @vandelayindustries2971 Před rokem +2

      4096x2160 is also a common 4K resolution. It's a little bit wider than 16:9, but nothing wrong with it.

    • @birdonfiremedia
      @birdonfiremedia Před rokem

      4096x2160 is true DCI 4K. 3840x2160 is UHD

  • @GameDevAraz
    @GameDevAraz Před 8 měsíci +1

    I'd rather have better physics and a working engine then this crap

    • @Jobutsu
      @Jobutsu  Před 7 měsíci

      I would rather have a gold toilet and Ferrari.