How to render an Alpha Channel in Unreal Engine in 2 minutes

Sdílet
Vložit
  • čas přidán 22. 11. 2023
  • Here I walk you through very simple steps to render an alpha channel in Unreal Engine 5.2 so that you can have your sky be fully transparent in order to then replace it in post production. This is used in a still render case but I'll bet it works similarly in animation.
    Works in older and newer versions of Unreal Engine so like 4.x and 5.x although not tried in 5.3 yet.
  • Krátké a kreslené filmy

Komentáře • 22

  • @laurencevisuals
    @laurencevisuals Před měsícem +1

    Nice one!! Thanks a bunch!

  • @coulterjb22
    @coulterjb22 Před 2 měsíci

    Nice! That’s exactly what I need.
    Another thing on my ‘find out’ list was to render based on distance from camera (not the correct terminology). It basically ignores things that are beyond tour subject, both near and far are controllable. I have the link for that if interested.

    • @AndyWalsh
      @AndyWalsh  Před 2 měsíci

      hmm, does it render with transparent background like in my video? so one could isolate planes of depth?

  • @fretstain
    @fretstain Před 8 měsíci +1

    I wonder if you could put out a depth mask for further selections?

    • @AndyWalsh
      @AndyWalsh  Před 8 měsíci +1

      Hmm, I have no idea about depth masks but I'll look into it!

  • @romanbruni
    @romanbruni Před měsícem

    also use exr

  • @hytalegermany1095
    @hytalegermany1095 Před 4 měsíci

    Only problem: If your sequencer includes blurred objects it will look weird. The blur will spill surrounding color into the masked object and if you let´s say have a greenscreen clip you put in between the layers in the blur you can see what is behind the actor.
    Is there a solution which does not have this problem?

    • @AndyWalsh
      @AndyWalsh  Před 4 měsíci

      Have you actually seen this happen or are you assuming it'll happen? I just ask because I haven't tried it with mo blur but in Blender, as far as I know, the alpha is very good and even with fog it'll still give you those transparent pixels. So wondering if that translates to Unreal. Now, if you have tried and it doesn't work, I think it's because Unreal just doesn't deal with semi-transparencies well. Like if you have a png of a cloud and some of that cloud is vague and not hard edged, it will not render a soft shadow. Just part of the fact that it's a game engine I suppose vs a render engine.

  • @hotsauce7124
    @hotsauce7124 Před 2 měsíci

    Hello, may I ask, how do you get rid of the thin white pixel boarder around the alpha’s characters and buildings?

    • @AndyWalsh
      @AndyWalsh  Před 11 dny

      I'm not entirely sure I have that issue, but maybe in Photoshop try Layer > Matting > defringe? not ideal.

  • @tylerengle4540
    @tylerengle4540 Před měsícem

    Can you do this with Niagara fluid sims?

    • @AndyWalsh
      @AndyWalsh  Před měsícem

      Hey there. Sorry I have no idea. Try it and see I guess! Unreal is a fickle beast.

  • @ziyuuuwu
    @ziyuuuwu Před 2 měsíci

    How can I get projection at the same time when hidden ground?

    • @AndyWalsh
      @AndyWalsh  Před 11 dny

      Sorry, I'm not sure I understand the question. But that said, I'm really not a UE expert!

  • @aeonbreak4728
    @aeonbreak4728 Před 4 měsíci

    hey man do you use any unreal to blender plugins? if so, which ones do you recommend?

    • @AndyWalsh
      @AndyWalsh  Před 4 měsíci

      Unreal to BLENDER?? that I've never heard of or needed, lol. So I'm afraid I can't help there!

    • @aeonbreak4728
      @aeonbreak4728 Před 4 měsíci

      @@AndyWalsh ​​⁠oh no it was a typo, or maybe burnout lol. blender to unreal actually. any tips?

    • @AndyWalsh
      @AndyWalsh  Před 4 měsíci

      @@aeonbreak4728 ha! that makes more sense. Did you ever see my big Unreal Asian Temple project? that was almost entirely built/modelled/textured in Blender and then pinged over to Unreal. All I did was export using GLTF. You can even grab a whole BUNCH of stuff at once, not just one mesh at a time.
      The only thing I will say, is that all of those meshes will have their origin at the centre of the world, so I do recommend buying the Unreal plugin that quickly lets you centre your origins in one click. Just look it up on the marketplace. It's so so good. You can even grab multiple objects and bam, one click, all origins to middle, top, bottom. Done.

    • @aeonbreak4728
      @aeonbreak4728 Před 4 měsíci

      @@AndyWalshwait let me see if I get this, you assemble the whole parts and layout in blender, then export to unreal 1:1? OR you have to reposition everything in unreal and thats why the plugin you mentioned is useful?

    • @AndyWalsh
      @AndyWalsh  Před 4 měsíci

      @@aeonbreak4728 well, in my scenario (and each is different) I was assembling the interior of the temple in Blender, but the entire thing needed to be repositioned in Unreal so it would be awful to try and grab a hundred assets and move them, when their pivot points are all over the place. And then I still might have to tweak in Unreal. And again, tweaking positions when the pivot point is miles away isn't fun. Hope that answers your question!