Week 9 – Rendering in Unreal Engine with Movie Render Queue (MRQ)

Movie Render Queue (MRQ):

  • A solution for image still/sequence and movie rendering.
  • Saves render configurations as assets for reuse and sharing.
  • Requires installation of both ‘Movie Render Queue’ and ‘Movie Render Queue Additional Render Passes’ in Plugins.

Advantages of Rendering in Image Sequence:

  • Less compression, no interlacing, reduced noise, allowing for more information per frame.
  • Offers stability, convenience, and time savings.

Key Concepts in MRQ:

  • Anti Aliasing: Addresses distortions, artifacts, flickering, shimmering effects, pixellated textures, and jagged edges.
  • Deferred Rendering: Defers lighting calculation after the Base Pass, optimizing the heaviest part of the frame.
  • Color Space: Defines the color capabilities of a device or stored digital file; crucial for optimal intermediate exchange in VFX or animation pipelines.

When configuring MRQ settings, various options are available for rendering multiple scenes together. Settings encompass options for outputting different view-mode images and render passes. Export controls dictate the desired image, audio, and video format for the output sequence, while Rendering options cover various view-mode images and render passes.


Settings:

  • Anti-Aliasing: Utilizes ‘Spatial’ and ‘Temporal’ subsampling to control Anti-Aliasing. Options for Spatial and Temporal sample count and Render Warm Up Count are crucial for managing noise, jagged edges, and motion blur.

  • High Resolution: Enables the use of tiled renders for larger images. If you are rendering a 4K image (3840 x 2160 and aspect ratio at 16:9) at ‘Tile Count’ of 2, you are splitting the image in 2 at HD resolution each.
  • Color Output: Overrides default color space settings with a custom Open Color IO (OCIO) configuration.
  • Console Variables (Cvars): Enables the designation of console commands at the start of rendering, useful for high-quality results.

Exports:

  • Set Export to .EXR sequence with Compression set to PIZ. Ensure ‘Multilayer’ is ON to embed all passes in one file.

Rendering:

  • Deferred Rendering for .EXR format: Render additional passes (AOVs) such as World Depth, Motion Vectors, Ambient Occlusion(not working in UE5.1), World Normal, and World Position. Set extra class render passes like Detail Lighting, Lighting Only, Reflections Only, Unlit, and Object IDs.

Testing before the final render is advisable due to potential issues in the rendering process. I am going to have the first render of my project soon.