Guide: Rendering in Unreal Engine 4
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Latest comments

Oh shit!

by S.K.O
7 hours ago

VUE without competition

by John
7 hours ago

Can you please give us a walkthrough how to implement this into Maya? would be super helpful. Thanks a lot.

Guide: Rendering in Unreal Engine 4
30 May, 2018

Elvis Posa shared a step-by-step guide to setting up renders in Unreal. The tutorial covers all the essential steps and basic parameters. 

Here goes the guide:

Create a new blank project with starter content.

 To keep the project and the hierarchy clean, create a folder for the hdr images we will download and a folder for the asset you want to render.

 Import the model and its textures in the correct folder.

 When using a RMA texture, uncheck sRGB, otherwise, your roughness texture will look wrong.

 Create or edit the material of the asset.

 Now go to google and type in “sIBL archive.” The sIBL archive website offers HDR images for free. We will use them for image-based lightning inside unreal engine 4.

 Attention! Unpack only the big size .hdr image. The small .hdr file is the wrong one!

 Now import the .hdr image to the correct folder inside unreal engine 4.

 Go to file and choose to save all.

 Navigate to the starter content folder. Doubleclick maps and open the advanced_lightning map.

 In this map, we will render our asset. I always delete the plattform- and the placeholder mesh.

 In the bp_lightstage settings you can change the cubemap, it´s rotation, the brightness, the contrast and other options. I´m using the hdr image footprint court from the sIBL archive website.

 Navigate back to your asset folder and drag and drop the asset you want to render in the scene. Zero out it´s location and set mobility to moveable.

 Adjust the settings inside bp_lightstage until you like the result. Play with contrast, brightness and so on…

 In some cases, for example, when rendering weapons for first person use, the field of view should be adjusted. 90 will make your weapon look stretched. I like a fov between 30 and 50. Try to find the best setting for your asset.

 Let’s post-process our scene. Under film, I like to play with the settings slope and toe. Under lens, image effects with the vignette intensity. Under rendering features with the ambient occlusion, global illumination and the screen space reflections.

 You can add lights, for example, a directional light with a low intensity. Play with the lightning settings until you are satisfied. Don’t forget that you can always rotate your image based lightning inside the bp_lightstage settings.

 Now click on your assets or on your asset and scroll down to the rendering options. Check render custom depth pass. This will allow us to render images with transparent background.

 Open the high resolution screenshot tool in unreal and go fullscreen by clicking the viewport and pressing f11. Gridlines can be disabled by pressing g. Set the screenshot size multiplier to 2, maybe 3 and check use custom depth as a mask. Position the…

 …camera and click on take a screenshot. The high resolution image with a transparent background will be saved inside your project folder under saved, screenshots, windows.

 Do the same for the background. Just hide your assets or your asset in the scene before making the screenshot. In the end we will have two seperate images. The asset itself and the background.

 Always keep in mind that a high screenshot size multiplier can cause a crash. Start with a value of two. If two works, then try three. My record is four. A high resolution image will give you nice and crisp edges later on in photoshop.

 A image size of 1920×1080 pixels is standart. Create it and paste your big unreal render into this image. Now downscale the big render with ctrl+t and the interpolation setting bicubic automatic. Hold shift for a proportional downscale or just use values.

 Typing in 27% for vertical and horizontal works well for me. Damn, look at these beautiful and crisp edges.

 For the background, I did almost the same. I just added a gaussian blur to it, a white conture line and the unreal engine logo. Keep the background layer below the assetrender layer and the unreal engine logo on top of that.

 Yes, I changed the background because the old one was a bit to dark. When changing the background without to change the asset render itself, at least make sure that both, backgroundrender and assetrender fit together!


Elvis Posa, 3D Artist

The guide was originally published on ArtStation. Make sure to check out the artist’s portfolio here

Source: ArtStation

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