Join Craig Barr for an in-depth discussion in this video Rendering still images in UE4, part of Unreal: Architectural & Industrial Visualization.
- [Narrator] We've finally gotten to the phase with our visualization project here in Unreal Engine that we're ready to deliver some visuals. So we've created our project, we've built materials, we've provided lighting for the project. And we have the ability to walk through the project as well as some animated cameras to really visualize our overall scene. Now we want to look at how we can output that. And this is actually really simple. So we'll keep this short and sweet here as to how we can use sequencer to actually render out the overall images, either as still frames or as a video.
So we've taken Unreal Engine and we've kind of going to do a little bit of a shallow dive really into the sequencer as to how we can create some camera animations and ways that we can showcase our overall project in this edit format so that we can get a nice visualization. And simply put, if we just press play in the view port, we can see this, I'm actually going to do that. Again, I'm just clicking the view port here, hit G and hit escape so nothing else is selected and all the icons are gone, and then we can see a preview of our edit or a sequence work as we're working along.
Well that's fine, I've done some fades, I have some camera cuts with some transitions in there, and I've worked with depth of field too on a per camera, per cut basis. So let's just rewind that right to the beginning there. And let's look at how we can output this video. So we're happy with our edit, what we can do is actually come up to this little clap board icon here and render out the final movie. So the way that I want to do this in here is by default. I'm just going to click that back to default. We want to create a video sequence, with define the frame rate, to find your resolution, there's some presets in a drop down here.
And of course you can see them go all the way up to ultra HD or towards a 4K. You can set this to whatever your hardware will handle. For this purpose of our illustration here or our demonstration here, we'll just leave it at 720P. We have the frame rate defined at 30 which is fine. I just want to point this out, if you want to put a logo, to burn into that for example, you can certainly do that. You can put a watermark down the bottom hand corner or you can put some text or whatever does as well. You can even burn in the overall track name, the overall frame code as well, you can see here that you can have that to be able to track what's going on in your setting there.
So we're just going to click that, turn that off, we're not going to do a burn in. And for compression, the default is actually 75. I've cranked mine up here so it's at full quality. And then you're going to want to define where you want that to save, I have mine going directly to our project settings which is underneath saved video captures and you'd simply click capture movie. And then what we have here for the interest of time is I actually have one that I've already pre-rendered out. So I'm just going to shut that one down and open this up. And there we have a simple video that's output directly out of Unreal Engine here.
So this is our visualization project. This is in the same directory of the exercise files. If you have access to it, you can simply take a look at it. And this will just drive you through exactly what we saw. But it's simply output as a video. And of course, we don't have to output it directly as a video with the compression that may happen there. We can output this as pure image frames right on a frame-by-frame basis and be able to take this into whatever editor we want to work with elsewhere. So that's an overview of how to simply put out a video from the sequencer with Unreal Engine 4.
- Defining project goals
- Creating an Unreal Engine 4 (UE4) project
- Adjusting first-person project settings
- Creating effective assets
- Exporting assets for UE4
- Importing assets into UE4
- Placing assets in a scene
- Adding and editing collisions
- Working with textures
- Creating a basic material
- Adding a post-process volume