This is the third lecture of cinematics
This time, we'll bring in the basic sources
provided by Unreal
Detailed functions of the Sequencer
To do this, click the Add button in the content browser
and select Add future or Start contents
In the Blueprint option, add Third person
In Content, add Start content
For the items that can be added in the beginning at the creation of the project
they can be added again later, after creation
This is bringing in Unreal mannequin of Sequencer
When the Unreal mannequin is brought into the Sequencer, it gets set up as the screen
In Unreal, in order to create animation
these setting values have been automatically made
In the sequencer, delete the layer marked on the screen
This is how to add animation on the Sequencer
Like the screen, add Animation in the Level Sequencer
You'll see a list of animation files that Unreal's basic setting provides
Here, search Run
and we'll use the animation that pops up
Add the animation
and an animation section will appear on the timeline
For animation, other movements can be added as well
In Unreal, two or more animations can be blended
the method is
drag the animation bars so that they overlap
Then they'll blend automatically
In the blended animation section, like the screen
a graph appears where it looks like a cross-fade effect
As you can see on the graph
the earlier animation disappears gradually
and the latter animation appears gradually
in this structure
Up to here, we brought in the animation of Sequencer
and merged different animations
We'll review it on the computer screen
We'll bring in the Unreal mannequin
Bring it in, and insert the actor into Sequencer
Just like this, the Rig setting layer forms
For this guy
if you're not going to create your own animation, you can delete it
Delete it, then select + on Animation
Add Run
and add Walk
If you see here
It runs, then walks
At the segmented part, bring it to the top
and overlap them like this
Just like this
you can see that the two animations automatically blend
In Sequencer, you can make separate settings on the animation
Right-click Bar
Hover over Properties
then various information will appear
Here, you can apply the animation the way you want
In Unreal, when you create keyframes
the basic setting for the keys are at Auto
In Unreal, the corresponding key can be set differently
to make the key animation work differently
I'll explain about the types of keyframes shown in Unreal
This is Auto
It's the basic setting, and just like the screen
the movement of the graph is smooth
This is Linear
It's a linear form, so when you move on to the next key
an animation that moves in constant speed forms
This is Constant
Until the next keyframe
the previous keyframe value will be applied
At the point of the next keyframe
the animation jumps to the next value
Until here, the widely used
keyframe types have been explained
Now through the computer screen, let's see
how the animations look
By each type of keyframe animation
we'll see what changes appear
First, it's currently in the Auto mode
In Auto mode
it works like this
Drag, then right-click
This time, Linear
Like this, compared to Auto
it's more Linear
It moves at a constant speed
Then drag, right-click, then Constant
Like this, at the point where new value is applied
there's a change
In Sequencer, we can add keyframe
to the parameter value on material instance
We'll learn about this method
This function can only be applied to the keyframes of
actors arranged on the level
and we need a material that has parameter values
Add the actor arranged on Sequencer
Select the + button of Static Mesh Component0
and select Element0
Select the + button of Element0
then select the changed item as parameter value
Here, the list of parameters added in material
can be seen here
Let's review this through the computer screen
This time, I'll show you how to
add the material parameter value on the Sequencer
First, I added the Cube actor on the Sequencer
Then click +, add StaticMeshComponent0
Then in StaticMeshComponent0
add Element0
Then in Element
Select the + icon again
The values made into parameter in the material setting
can be viewed as a list here
When you add this guy
it moves like this
And when the color is changed, like this
you can create an animation where the color changes
In Unreal, as you have seen just now
the numerical value that works as a parameter
can be added as Sequencer animation most of the time
But for blueprint, the parameter value
may not work in Sequencer in some cases
You should keep this in mind
Functions of Movie Render Queue
This time, I'll explain the Movie Render Queue
Movie Render Queue is the system that manages the jobs for Sequencer or Rendering
Through this, you can make settings related to various jobs needed for cinematic videos
Later, when you produce multiple levels in a big project
you can use Movie Render Queue
to manage Sequencers made in multiple levels all at once
Movie Render Queue is a plug-in of the Unreal program
Starting from Unreal version 5 and above, it's basically activated
so you don't need to turn it on yourself
But if you are unable to select the Movie Render Queue setting, don't panic
Just search it in plug-ins
and check if the option is activated
Like the screen, click the three dots next to the clapboard icon of Sequencer
and there will be a menu where you can select the render setting
Here, select Movie Render Queue
and click the clapboard icon
Then the Movie Render Queue window will appear
In the Movie Render Queue, you can decide the settings
in Config Settings
You can check the location where the rendered image will be saved
and you can also see which sequencer of which level you have selected
When multiple sequencers have been added on queue, you can see the whole list
Even for the levels that are not opened on viewport
as long as the settings are complete
they can be loaded on the Movie Render Queue window
Let's learn about the Config Settings of Movie Render Queue
The basic setting is
jpg format 8 bit, Deferred Rendering, Output
These are the three basic settings
Using the Setting button on top, you can add and edit them
There are the items that appear when you click on Setting
I'll only explain the options that we use
Anti-aliasing
It relieves the formation of steps around the image
and it's a setting that allows smooth and natural rendering
Objects or lines with sharp boundaries
can be made more smooth
For the lower option, Spatial Sample Count
it's the sample count that's calculated within the frame
Then finally, Override Anti Aliasing is
when Temporal Sample count is greater or equal to 8
a message pops up to check it
You have to check this function in order to have no errors
Anti Aliasing Method
This is an option where you can decide the application method
Render Warm Up Frames
This is the function that makes rendering start before the first frame
Engine Warm Up Count
When simulation is included in rendering
the warm up count can be set
so that when there's fx element included, this function can be used
to have no errors in the render image
This is Camera
For Shutter Timing, it adjusts the shutter speed
so make the movement expressions more smooth or more emphasized
Normally, frame center value is widely used
Overscan Percentage
The additional space on the edge of the screen
can be included in the render image with this function
When it's at the value of 0.1
it increases by 10% from the current resolution
Render All Cameras
All the camera actors in the Sequencer
can form render images with this function
This is Color Output
OCIO Configuration
OCIO, which can designate the color space in Unreal
can be applied when render image is created
When the Enabled checkbox is selected, it gets activated
If you made OCIO
you will be able to select it from the list in Configuration Source
Transform Source
It's the option where you can set the color area of the input color space
Transform Destination
You can select the area of color space that will be outputted
Disable Tone Curve
If you don't want to use Tone Curve, check the corresponding box
This is Console Variables
You can input the console variables that are inputted in export log window of Unreal
In the Unreal process setting with the corresponding variables applied
the render image can be created
In Console variables, enter the console command
then the numerical value that matches the corresponding console command
needs to be inputted within the range
On the screen, you can see the command that's used most often
In this function, if greater values are inputted in viewport
the computer may be overloaded and there may be lags
is what you should keep in mind
Therefore, when creating render images, when you input the corresponding command
you can create a high-quality render image
Next is Game Overrides
The basic settings on Unreal Engine
can be overridden in Movie Render Queue
and it can have priority, using this function
Same thing for this function, the inner setting value isn't changed
Only the corresponding function is activated
to create the render image
There's a caution here
When this mode is activated
the created environment setting gets rendered weirdly sometimes
If so, find the weird parts and fix them yourself
or deactivate the corresponding mode
and create the render image
Next is High resolution
This is the mode used for creating high resolution rendering images
This function is usually used for images greater than 8K
This function isn't used often
And when using cinematic videos
4K is more than enough
So you don't necessarily need to use this
Next is nDisplay
When nDisplay config is arranged within the level
this function can be used to use the image shown on nDisplay
during rendering
Next is the file format
First, I'll explain about the exr format
exr format is widely used in the CG area
Lots of information value can be saved
And since it has a high bit number
there are lots of pros for
color correction in later processes
However, the file size is large
so if you're not going to make adjustments later
png format will be enough
This functions are
the basic rendering methods of Unreal
The images calculated in each method of Deferred Rendering
can be pulled out by each path
Unless you want to draw out images by each path
and see how each path is created in Unreal
this function is rarely used
Next is Path Tracer
This is the path tracing function provided by Unreal
Rather than real-time render image
this option is selected when you want to create calculated images
Path tracing is not real-time rendering
It calculates using the original CG method
to show the image
To explain briefly
The expression of light is calculated on its own
to create the render image
so it's definitely good, quality-wise
However, it has to conduct lots of calculations
so the rendering time is long
This time, using Movie Render Queue
I'll show you how to create an alpha image
at a particular area
First in Project Settings, search stencil
In the Custom Depth-Stencil Pass option
change it to Enable with Stencil
Then we're going to create a Customalpha material
Change the material type to Post Process
and add the Scene Texture node
Change the type to Custom Stencil
Add the Custom node
and enter codes shown on the screen
Go to Movie Render Queue -> Deferred Rendering
In Additional Post Process Materials
add Elements
Then in Material, search Customalpha
Then you'll be able to add the material that you just made
Now select the actor that you'll apply the alpha image on
in viewport
In detail panel window, search Custom
and activate Render CustomDepth Pass
And change the numerical value from 0 to 1
I'll show you how to check if the stencil value has been applied well
In viewport, select Lit
In Buffer Visualization -> select Custom Stencil
Like the screen, in the actor
you can see that only the actor with the changed CustomDepth Value is shown
To draw out image that includes the Stencil value
the file format has to be in exr
Once you create the alpha image
Using a program called Nuke
you can use the corresponding alpha image value as a mask
and edit just the particular area
These methods are frequently used
in CG
Ways to make stencil layer
will be reviewed through the computer screen
I'll explain how to create Movie Render Queue
Here, in the Sequencer Animation window
Like this, Movie Render Queue and Movie Scene Capture
This is the basic one
And this guy is Movie Render Queue
Select this
and select the clapboard icon
And like this, a window pops up where you can set up Movie Render Queue
Here
Like this
You can see the functions
that I've explained in the slides
When you select these
These are the options that are added in Settings
You can activate and deactivate these
This time, I'll show you how to apply the stencil layer
First, create a Material
I'll name it M_stencil
Make it like this
Then like this, the Material window appears
Here, there's one already made
If you take a look, as for this guy
Press the tab key
and search SceneTexture
and you can see a list like this
When you select this, a node appears
Here, for Scene Texture Id, rather than Color
we'll look for CustomStencil
Just type custom
and stencil pops up
Create a node like this
Then right-click again, search custom
And select the node that says Custom
And it appears like this, and here
On the code here
enter the code I put on the slides
And connect Color, then to Emissive
Then Material setting is complete
And then bring in a Cube
If you take a look on the bottom
There's the Materials option
Here
Oh I didn't save it
Here, the pre-made one is the same Material
I'll use this guy
Select Customalpha
and we'll apply it on the Cube by dragging
Then like this, the Customalpha has been applied
In the Cube
custom
You can type custom
or type stencil
Search stencil
and this guy will probably be set to 0 at first
We'll change this to 1
And then, in Lit of viewport
In Buffer Visualization
click Custom Stencil, then like this
You can see that the Stencil layer has been applied
In this lecture, we learned about the Movie Render Queue
Detailed Functions of Sequencer Level Sequencer File that includes the sequence and interactive elements File that edits and manages sequences within the level
Level Sequencer and Animation When Animation is added on Level Sequencer, a list of basic animation files that Unreal setting provides is shown
When animation is added, an animation section appears on the timeline, and other movements can be added
Animation blending Automatically blending different animations Drag the animation bars to overlap, and it blends automatically
At the blended animation section, a graph appears that looks like a cross-fade effect The previous animation disappears gradually and the latter animation appears gradually
Detailed Functions of Sequencer Parameter value animation in the material instance
The parameter value, set to adjust in the instance format in material, can be added to Sequencer to make it work as an animation
Sequencer animation In Unreal, numerical values working as parameter can be added as Sequencer animation most of the time For blueprint, the parameter value may not work properly in Sequencer
Functions of Movie Render Queue Movie Render Queue Render Queue is a system for managing jobs for sequence or rendering With Render Queue, settings for various jobs needed for cinematic videos can be made
When multiple levels are produced in a big project, Movie Render Queue can be used to manage sequences at multiple levels all at once
It's a plug-in of Unreal, and starting from Unreal version 5 and above, it's basically activated
Characteristics of Movie Render Queue Config Setting that make settings The location of where rendered images are saved, can be checked Can see which sequence of which level is currently selected
When multiple sequences are added to queue, the whole list can be viewed Even for levels not currently opened on viewport, as long as the settings are complete, they can be loaded on the window