WEBVTT 1 00:00:23.820 --> 00:00:25.620 This is the third lecture of cinematics 2 00:00:25.620 --> 00:00:28.342 This time, we'll bring in the basic sources 3 00:00:28.342 --> 00:00:30.627 provided by Unreal 4 00:00:30.627 --> 00:00:34.439 Detailed functions of the Sequencer 5 00:00:34.439 --> 00:00:38.480 To do this, click the Add button in the content browser 6 00:00:38.480 --> 00:00:41.759 and select Add future or Start contents 7 00:00:41.759 --> 00:00:45.080 In the Blueprint option, add Third person 8 00:00:45.080 --> 00:00:48.480 In Content, add Start content 9 00:00:48.480 --> 00:00:52.518 For the items that can be added in the beginning at the creation of the project 10 00:00:52.518 --> 00:00:55.040 they can be added again later, after creation 11 00:00:55.040 --> 00:00:58.840 This is bringing in Unreal mannequin of Sequencer 12 00:00:58.840 --> 00:01:03.160 When the Unreal mannequin is brought into the Sequencer, it gets set up as the screen 13 00:01:03.160 --> 00:01:05.680 In Unreal, in order to create animation 14 00:01:05.680 --> 00:01:08.680 these setting values have been automatically made 15 00:01:08.680 --> 00:01:14.400 In the sequencer, delete the layer marked on the screen 16 00:01:14.400 --> 00:01:17.760 This is how to add animation on the Sequencer 17 00:01:17.760 --> 00:01:21.360 Like the screen, add Animation in the Level Sequencer 18 00:01:21.360 --> 00:01:26.199 You'll see a list of animation files that Unreal's basic setting provides 19 00:01:26.199 --> 00:01:28.299 Here, search Run 20 00:01:28.299 --> 00:01:31.760 and we'll use the animation that pops up 21 00:01:31.760 --> 00:01:33.440 Add the animation 22 00:01:33.440 --> 00:01:37.000 and an animation section will appear on the timeline 23 00:01:37.000 --> 00:01:40.559 For animation, other movements can be added as well 24 00:01:40.559 --> 00:01:45.309 In Unreal, two or more animations can be blended 25 00:01:45.309 --> 00:01:46.268 the method is 26 00:01:46.268 --> 00:01:50.160 drag the animation bars so that they overlap 27 00:01:50.160 --> 00:01:52.120 Then they'll blend automatically 28 00:01:52.120 --> 00:01:55.559 In the blended animation section, like the screen 29 00:01:55.559 --> 00:01:59.239 a graph appears where it looks like a cross-fade effect 30 00:01:59.239 --> 00:02:00.939 As you can see on the graph 31 00:02:00.939 --> 00:02:03.800 the earlier animation disappears gradually 32 00:02:03.800 --> 00:02:06.700 and the latter animation appears gradually 33 00:02:06.700 --> 00:02:08.600 in this structure 34 00:02:08.600 --> 00:02:12.000 Up to here, we brought in the animation of Sequencer 35 00:02:12.000 --> 00:02:15.199 and merged different animations 36 00:02:15.199 --> 00:02:18.199 We'll review it on the computer screen 37 00:02:18.199 --> 00:02:21.000 We'll bring in the Unreal mannequin 38 00:02:21.000 --> 00:02:27.279 Bring it in, and insert the actor into Sequencer 39 00:02:27.279 --> 00:02:32.639 Just like this, the Rig setting layer forms 40 00:02:32.639 --> 00:02:34.439 For this guy 41 00:02:34.439 --> 00:02:39.320 if you're not going to create your own animation, you can delete it 42 00:02:39.320 --> 00:02:45.720 Delete it, then select + on Animation 43 00:02:45.720 --> 00:02:47.420 Add Run 44 00:02:51.870 --> 00:02:54.171 and add Walk 45 00:02:55.399 --> 00:02:56.583 If you see here 46 00:02:59.880 --> 00:03:03.320 It runs, then walks 47 00:03:03.320 --> 00:03:07.600 At the segmented part, bring it to the top 48 00:03:07.600 --> 00:03:09.237 and overlap them like this 49 00:03:15.119 --> 00:03:16.819 Just like this 50 00:03:16.819 --> 00:03:20.880 you can see that the two animations automatically blend 51 00:03:20.880 --> 00:03:24.800 In Sequencer, you can make separate settings on the animation 52 00:03:24.800 --> 00:03:26.300 Right-click Bar 53 00:03:26.300 --> 00:03:28.550 Hover over Properties 54 00:03:28.550 --> 00:03:30.160 then various information will appear 55 00:03:30.160 --> 00:03:34.039 Here, you can apply the animation the way you want 56 00:03:34.039 --> 00:03:36.479 In Unreal, when you create keyframes 57 00:03:36.479 --> 00:03:39.360 the basic setting for the keys are at Auto 58 00:03:39.360 --> 00:03:42.839 In Unreal, the corresponding key can be set differently 59 00:03:42.839 --> 00:03:45.919 to make the key animation work differently 60 00:03:45.919 --> 00:03:49.720 I'll explain about the types of keyframes shown in Unreal 61 00:03:49.720 --> 00:03:50.520 This is Auto 62 00:03:50.520 --> 00:03:53.559 It's the basic setting, and just like the screen 63 00:03:53.559 --> 00:03:56.839 the movement of the graph is smooth 64 00:03:56.839 --> 00:03:57.839 This is Linear 65 00:03:57.839 --> 00:04:00.080 It's a linear form, so when you move on to the next key 66 00:04:00.080 --> 00:04:03.399 an animation that moves in constant speed forms 67 00:04:03.399 --> 00:04:04.559 This is Constant 68 00:04:04.559 --> 00:04:06.800 Until the next keyframe 69 00:04:06.800 --> 00:04:09.199 the previous keyframe value will be applied 70 00:04:09.199 --> 00:04:10.839 At the point of the next keyframe 71 00:04:10.839 --> 00:04:14.080 the animation jumps to the next value 72 00:04:14.080 --> 00:04:16.557 Until here, the widely used 73 00:04:16.557 --> 00:04:18.760 keyframe types have been explained 74 00:04:18.760 --> 00:04:20.989 Now through the computer screen, let's see 75 00:04:20.989 --> 00:04:23.870 how the animations look 76 00:04:23.870 --> 00:04:26.160 By each type of keyframe animation 77 00:04:26.160 --> 00:04:30.200 we'll see what changes appear 78 00:04:30.200 --> 00:04:34.320 First, it's currently in the Auto mode 79 00:04:34.320 --> 00:04:36.589 In Auto mode 80 00:04:39.519 --> 00:04:41.334 it works like this 81 00:04:42.760 --> 00:04:44.600 Drag, then right-click 82 00:04:44.600 --> 00:04:46.558 This time, Linear 83 00:04:52.320 --> 00:04:55.039 Like this, compared to Auto 84 00:04:58.923 --> 00:05:00.320 it's more Linear 85 00:05:00.320 --> 00:05:03.160 It moves at a constant speed 86 00:05:03.160 --> 00:05:09.640 Then drag, right-click, then Constant 87 00:05:09.640 --> 00:05:14.880 Like this, at the point where new value is applied 88 00:05:14.880 --> 00:05:18.440 there's a change 89 00:05:18.440 --> 00:05:20.799 In Sequencer, we can add keyframe 90 00:05:20.799 --> 00:05:23.440 to the parameter value on material instance 91 00:05:23.440 --> 00:05:25.959 We'll learn about this method 92 00:05:25.959 --> 00:05:28.480 This function can only be applied to the keyframes of 93 00:05:28.480 --> 00:05:30.279 actors arranged on the level 94 00:05:30.279 --> 00:05:32.959 and we need a material that has parameter values 95 00:05:32.959 --> 00:05:35.399 Add the actor arranged on Sequencer 96 00:05:35.399 --> 00:05:38.480 Select the + button of Static Mesh Component0 97 00:05:38.480 --> 00:05:40.480 and select Element0 98 00:05:40.480 --> 00:05:42.559 Select the + button of Element0 99 00:05:42.559 --> 00:05:46.200 then select the changed item as parameter value 100 00:05:46.200 --> 00:05:49.160 Here, the list of parameters added in material 101 00:05:49.160 --> 00:05:50.959 can be seen here 102 00:05:50.959 --> 00:05:55.359 Let's review this through the computer screen 103 00:05:55.359 --> 00:05:58.058 This time, I'll show you how to 104 00:05:58.058 --> 00:06:02.519 add the material parameter value on the Sequencer 105 00:06:02.519 --> 00:06:07.359 First, I added the Cube actor on the Sequencer 106 00:06:07.359 --> 00:06:11.880 Then click +, add StaticMeshComponent0 107 00:06:11.880 --> 00:06:15.720 Then in StaticMeshComponent0 108 00:06:15.720 --> 00:06:18.920 add Element0 109 00:06:18.920 --> 00:06:22.320 Then in Element 110 00:06:22.320 --> 00:06:24.760 Select the + icon again 111 00:06:24.760 --> 00:06:29.839 The values made into parameter in the material setting 112 00:06:29.839 --> 00:06:33.320 can be viewed as a list here 113 00:06:33.320 --> 00:06:36.480 When you add this guy 114 00:06:36.480 --> 00:06:43.559 it moves like this 115 00:06:43.559 --> 00:06:54.675 And when the color is changed, like this 116 00:06:54.675 --> 00:06:59.640 you can create an animation where the color changes 117 00:06:59.640 --> 00:07:01.880 In Unreal, as you have seen just now 118 00:07:01.880 --> 00:07:03.999 the numerical value that works as a parameter 119 00:07:03.999 --> 00:07:07.359 can be added as Sequencer animation most of the time 120 00:07:07.359 --> 00:07:11.027 But for blueprint, the parameter value 121 00:07:11.027 --> 00:07:14.839 may not work in Sequencer in some cases 122 00:07:14.839 --> 00:07:16.171 You should keep this in mind 123 00:07:16.171 --> 00:07:19.997 Functions of Movie Render Queue 124 00:07:20.359 --> 00:07:24.200 This time, I'll explain the Movie Render Queue 125 00:07:24.200 --> 00:07:28.819 Movie Render Queue is the system that manages the jobs for Sequencer or Rendering 126 00:07:28.819 --> 00:07:33.839 Through this, you can make settings related to various jobs needed for cinematic videos 127 00:07:33.839 --> 00:07:37.559 Later, when you produce multiple levels in a big project 128 00:07:37.559 --> 00:07:39.709 you can use Movie Render Queue 129 00:07:39.709 --> 00:07:43.399 to manage Sequencers made in multiple levels all at once 130 00:07:43.399 --> 00:07:47.559 Movie Render Queue is a plug-in of the Unreal program 131 00:07:47.559 --> 00:07:51.359 Starting from Unreal version 5 and above, it's basically activated 132 00:07:51.359 --> 00:07:53.799 so you don't need to turn it on yourself 133 00:07:53.799 --> 00:07:58.530 But if you are unable to select the Movie Render Queue setting, don't panic 134 00:07:58.530 --> 00:08:00.200 Just search it in plug-ins 135 00:08:00.200 --> 00:08:03.760 and check if the option is activated 136 00:08:03.760 --> 00:08:08.519 Like the screen, click the three dots next to the clapboard icon of Sequencer 137 00:08:08.519 --> 00:08:11.239 and there will be a menu where you can select the render setting 138 00:08:11.239 --> 00:08:13.600 Here, select Movie Render Queue 139 00:08:13.600 --> 00:08:15.500 and click the clapboard icon 140 00:08:15.500 --> 00:08:17.440 Then the Movie Render Queue window will appear 141 00:08:17.440 --> 00:08:20.030 In the Movie Render Queue, you can decide the settings 142 00:08:20.030 --> 00:08:21.440 in Config Settings 143 00:08:21.440 --> 00:08:25.480 You can check the location where the rendered image will be saved 144 00:08:25.480 --> 00:08:29.200 and you can also see which sequencer of which level you have selected 145 00:08:29.200 --> 00:08:33.280 When multiple sequencers have been added on queue, you can see the whole list 146 00:08:33.280 --> 00:08:35.530 Even for the levels that are not opened on viewport 147 00:08:35.530 --> 00:08:37.440 as long as the settings are complete 148 00:08:37.440 --> 00:08:40.000 they can be loaded on the Movie Render Queue window 149 00:08:40.000 --> 00:08:44.000 Let's learn about the Config Settings of Movie Render Queue 150 00:08:44.000 --> 00:08:45.500 The basic setting is 151 00:08:45.500 --> 00:08:49.599 jpg format 8 bit, Deferred Rendering, Output 152 00:08:49.599 --> 00:08:52.119 These are the three basic settings 153 00:08:52.119 --> 00:08:55.559 Using the Setting button on top, you can add and edit them 154 00:08:55.559 --> 00:08:58.000 There are the items that appear when you click on Setting 155 00:08:58.000 --> 00:09:01.600 I'll only explain the options that we use 156 00:09:01.600 --> 00:09:03.200 Anti-aliasing 157 00:09:03.200 --> 00:09:06.159 It relieves the formation of steps around the image 158 00:09:06.159 --> 00:09:09.599 and it's a setting that allows smooth and natural rendering 159 00:09:09.599 --> 00:09:11.899 Objects or lines with sharp boundaries 160 00:09:11.899 --> 00:09:14.520 can be made more smooth 161 00:09:14.520 --> 00:09:17.470 For the lower option, Spatial Sample Count 162 00:09:17.470 --> 00:09:19.719 it's the sample count that's calculated within the frame 163 00:09:19.719 --> 00:09:23.119 Then finally, Override Anti Aliasing is 164 00:09:23.119 --> 00:09:25.719 when Temporal Sample count is greater or equal to 8 165 00:09:25.719 --> 00:09:27.520 a message pops up to check it 166 00:09:27.520 --> 00:09:30.719 You have to check this function in order to have no errors 167 00:09:30.719 --> 00:09:32.369 Anti Aliasing Method 168 00:09:32.369 --> 00:09:35.799 This is an option where you can decide the application method 169 00:09:35.799 --> 00:09:37.249 Render Warm Up Frames 170 00:09:37.249 --> 00:09:41.280 This is the function that makes rendering start before the first frame 171 00:09:41.280 --> 00:09:42.930 Engine Warm Up Count 172 00:09:42.930 --> 00:09:45.799 When simulation is included in rendering 173 00:09:45.799 --> 00:09:47.849 the warm up count can be set 174 00:09:47.849 --> 00:09:51.636 so that when there's fx element included, this function can be used 175 00:09:51.636 --> 00:09:54.760 to have no errors in the render image 176 00:09:54.760 --> 00:09:56.010 This is Camera 177 00:09:56.010 --> 00:09:58.598 For Shutter Timing, it adjusts the shutter speed 178 00:09:58.598 --> 00:10:02.069 so make the movement expressions more smooth or more emphasized 179 00:10:02.069 --> 00:10:04.760 Normally, frame center value is widely used 180 00:10:04.760 --> 00:10:06.410 Overscan Percentage 181 00:10:06.410 --> 00:10:08.080 The additional space on the edge of the screen 182 00:10:08.080 --> 00:10:11.119 can be included in the render image with this function 183 00:10:11.119 --> 00:10:13.769 When it's at the value of 0.1 184 00:10:13.769 --> 00:10:17.760 it increases by 10% from the current resolution 185 00:10:17.760 --> 00:10:18.910 Render All Cameras 186 00:10:18.910 --> 00:10:21.640 All the camera actors in the Sequencer 187 00:10:21.640 --> 00:10:24.039 can form render images with this function 188 00:10:24.039 --> 00:10:25.139 This is Color Output 189 00:10:25.139 --> 00:10:26.989 OCIO Configuration 190 00:10:26.989 --> 00:10:30.109 OCIO, which can designate the color space in Unreal 191 00:10:30.109 --> 00:10:33.559 can be applied when render image is created 192 00:10:33.559 --> 00:10:36.409 When the Enabled checkbox is selected, it gets activated 193 00:10:36.409 --> 00:10:38.059 If you made OCIO 194 00:10:38.059 --> 00:10:41.640 you will be able to select it from the list in Configuration Source 195 00:10:41.640 --> 00:10:42.790 Transform Source 196 00:10:42.790 --> 00:10:45.919 It's the option where you can set the color area of the input color space 197 00:10:45.919 --> 00:10:47.469 Transform Destination 198 00:10:47.469 --> 00:10:49.960 You can select the area of color space that will be outputted 199 00:10:49.960 --> 00:10:51.060 Disable Tone Curve 200 00:10:51.060 --> 00:10:54.960 If you don't want to use Tone Curve, check the corresponding box 201 00:10:54.960 --> 00:10:56.460 This is Console Variables 202 00:10:56.460 --> 00:11:00.658 You can input the console variables that are inputted in export log window of Unreal 203 00:11:00.658 --> 00:11:04.408 In the Unreal process setting with the corresponding variables applied 204 00:11:04.408 --> 00:11:07.080 the render image can be created 205 00:11:07.080 --> 00:11:10.400 In Console variables, enter the console command 206 00:11:10.400 --> 00:11:13.600 then the numerical value that matches the corresponding console command 207 00:11:13.600 --> 00:11:16.119 needs to be inputted within the range 208 00:11:16.119 --> 00:11:19.400 On the screen, you can see the command that's used most often 209 00:11:19.400 --> 00:11:22.919 In this function, if greater values are inputted in viewport 210 00:11:22.919 --> 00:11:26.219 the computer may be overloaded and there may be lags 211 00:11:26.219 --> 00:11:27.960 is what you should keep in mind 212 00:11:27.960 --> 00:11:32.119 Therefore, when creating render images, when you input the corresponding command 213 00:11:32.119 --> 00:11:35.000 you can create a high-quality render image 214 00:11:35.000 --> 00:11:36.520 Next is Game Overrides 215 00:11:36.520 --> 00:11:39.599 The basic settings on Unreal Engine 216 00:11:39.599 --> 00:11:41.749 can be overridden in Movie Render Queue 217 00:11:41.749 --> 00:11:44.520 and it can have priority, using this function 218 00:11:44.520 --> 00:11:47.919 Same thing for this function, the inner setting value isn't changed 219 00:11:47.919 --> 00:11:49.519 Only the corresponding function is activated 220 00:11:49.519 --> 00:11:51.559 to create the render image 221 00:11:51.559 --> 00:11:53.209 There's a caution here 222 00:11:53.209 --> 00:11:54.479 When this mode is activated 223 00:11:54.479 --> 00:11:58.679 the created environment setting gets rendered weirdly sometimes 224 00:11:58.679 --> 00:12:02.479 If so, find the weird parts and fix them yourself 225 00:12:02.479 --> 00:12:05.079 or deactivate the corresponding mode 226 00:12:05.079 --> 00:12:07.479 and create the render image 227 00:12:07.479 --> 00:12:09.440 Next is High resolution 228 00:12:09.440 --> 00:12:13.440 This is the mode used for creating high resolution rendering images 229 00:12:13.440 --> 00:12:18.320 This function is usually used for images greater than 8K 230 00:12:18.320 --> 00:12:20.359 This function isn't used often 231 00:12:20.359 --> 00:12:22.709 And when using cinematic videos 232 00:12:22.709 --> 00:12:24.679 4K is more than enough 233 00:12:24.679 --> 00:12:27.880 So you don't necessarily need to use this 234 00:12:27.880 --> 00:12:29.559 Next is nDisplay 235 00:12:29.559 --> 00:12:32.559 When nDisplay config is arranged within the level 236 00:12:32.559 --> 00:12:35.880 this function can be used to use the image shown on nDisplay 237 00:12:35.880 --> 00:12:38.000 during rendering 238 00:12:38.000 --> 00:12:39.479 Next is the file format 239 00:12:39.479 --> 00:12:42.880 First, I'll explain about the exr format 240 00:12:42.880 --> 00:12:46.640 exr format is widely used in the CG area 241 00:12:46.640 --> 00:12:48.640 Lots of information value can be saved 242 00:12:48.640 --> 00:12:51.039 And since it has a high bit number 243 00:12:51.039 --> 00:12:53.039 there are lots of pros for 244 00:12:53.039 --> 00:12:54.479 color correction in later processes 245 00:12:54.479 --> 00:12:56.719 However, the file size is large 246 00:12:56.719 --> 00:12:58.880 so if you're not going to make adjustments later 247 00:12:58.880 --> 00:13:00.960 png format will be enough 248 00:13:00.960 --> 00:13:02.560 This functions are 249 00:13:02.560 --> 00:13:04.799 the basic rendering methods of Unreal 250 00:13:04.799 --> 00:13:07.559 The images calculated in each method of Deferred Rendering 251 00:13:07.559 --> 00:13:09.919 can be pulled out by each path 252 00:13:09.919 --> 00:13:12.000 Unless you want to draw out images by each path 253 00:13:12.000 --> 00:13:15.080 and see how each path is created in Unreal 254 00:13:15.080 --> 00:13:19.159 this function is rarely used 255 00:13:19.159 --> 00:13:20.400 Next is Path Tracer 256 00:13:20.400 --> 00:13:23.359 This is the path tracing function provided by Unreal 257 00:13:23.359 --> 00:13:25.159 Rather than real-time render image 258 00:13:25.159 --> 00:13:27.840 this option is selected when you want to create calculated images 259 00:13:27.840 --> 00:13:30.239 Path tracing is not real-time rendering 260 00:13:30.239 --> 00:13:32.000 It calculates using the original CG method 261 00:13:32.000 --> 00:13:35.080 to show the image 262 00:13:35.080 --> 00:13:36.719 To explain briefly 263 00:13:36.719 --> 00:13:39.520 The expression of light is calculated on its own 264 00:13:39.520 --> 00:13:41.299 to create the render image 265 00:13:41.299 --> 00:13:42.760 so it's definitely good, quality-wise 266 00:13:42.760 --> 00:13:45.159 However, it has to conduct lots of calculations 267 00:13:45.159 --> 00:13:47.119 so the rendering time is long 268 00:13:47.119 --> 00:13:49.228 This time, using Movie Render Queue 269 00:13:49.228 --> 00:13:52.028 I'll show you how to create an alpha image 270 00:13:52.028 --> 00:13:53.679 at a particular area 271 00:13:53.679 --> 00:13:56.359 First in Project Settings, search stencil 272 00:13:56.359 --> 00:13:58.479 In the Custom Depth-Stencil Pass option 273 00:13:58.479 --> 00:14:01.080 change it to Enable with Stencil 274 00:14:01.080 --> 00:14:04.109 Then we're going to create a Customalpha material 275 00:14:04.109 --> 00:14:07.359 Change the material type to Post Process 276 00:14:07.359 --> 00:14:08.919 and add the Scene Texture node 277 00:14:08.919 --> 00:14:11.760 Change the type to Custom Stencil 278 00:14:11.760 --> 00:14:13.520 Add the Custom node 279 00:14:13.520 --> 00:14:16.359 and enter codes shown on the screen 280 00:14:16.359 --> 00:14:18.799 Go to Movie Render Queue -> Deferred Rendering 281 00:14:18.799 --> 00:14:21.080 In Additional Post Process Materials 282 00:14:21.080 --> 00:14:23.080 add Elements 283 00:14:23.080 --> 00:14:26.039 Then in Material, search Customalpha 284 00:14:26.039 --> 00:14:29.440 Then you'll be able to add the material that you just made 285 00:14:29.440 --> 00:14:31.960 Now select the actor that you'll apply the alpha image on 286 00:14:31.960 --> 00:14:34.000 in viewport 287 00:14:34.000 --> 00:14:37.440 In detail panel window, search Custom 288 00:14:37.440 --> 00:14:40.000 and activate Render CustomDepth Pass 289 00:14:40.000 --> 00:14:43.559 And change the numerical value from 0 to 1 290 00:14:43.559 --> 00:14:47.760 I'll show you how to check if the stencil value has been applied well 291 00:14:47.760 --> 00:14:50.239 In viewport, select Lit 292 00:14:50.239 --> 00:14:53.880 In Buffer Visualization -> select Custom Stencil 293 00:14:53.880 --> 00:14:56.640 Like the screen, in the actor 294 00:14:56.640 --> 00:15:01.719 you can see that only the actor with the changed CustomDepth Value is shown 295 00:15:01.719 --> 00:15:04.760 To draw out image that includes the Stencil value 296 00:15:04.760 --> 00:15:07.559 the file format has to be in exr 297 00:15:07.559 --> 00:15:10.080 Once you create the alpha image 298 00:15:10.080 --> 00:15:12.039 Using a program called Nuke 299 00:15:12.039 --> 00:15:14.840 you can use the corresponding alpha image value as a mask 300 00:15:14.840 --> 00:15:17.559 and edit just the particular area 301 00:15:17.559 --> 00:15:19.609 These methods are frequently used 302 00:15:19.609 --> 00:15:21.119 in CG 303 00:15:21.119 --> 00:15:23.039 Ways to make stencil layer 304 00:15:23.039 --> 00:15:26.119 will be reviewed through the computer screen 305 00:15:26.119 --> 00:15:30.640 I'll explain how to create Movie Render Queue 306 00:15:30.640 --> 00:15:34.280 Here, in the Sequencer Animation window 307 00:15:34.280 --> 00:15:37.640 Like this, Movie Render Queue and Movie Scene Capture 308 00:15:37.640 --> 00:15:39.039 This is the basic one 309 00:15:39.039 --> 00:15:41.080 And this guy is Movie Render Queue 310 00:15:41.080 --> 00:15:43.320 Select this 311 00:15:43.320 --> 00:15:47.927 and select the clapboard icon 312 00:15:47.927 --> 00:15:50.827 And like this, a window pops up where you can set up Movie Render Queue 313 00:15:50.827 --> 00:15:51.577 Here 314 00:15:54.877 --> 00:15:56.119 Like this 315 00:15:56.719 --> 00:15:58.679 You can see the functions 316 00:15:58.679 --> 00:16:01.479 that I've explained in the slides 317 00:16:01.479 --> 00:16:02.880 When you select these 318 00:16:02.880 --> 00:16:06.479 These are the options that are added in Settings 319 00:16:06.479 --> 00:16:11.599 You can activate and deactivate these 320 00:16:11.599 --> 00:16:16.320 This time, I'll show you how to apply the stencil layer 321 00:16:16.320 --> 00:16:19.239 First, create a Material 322 00:16:19.239 --> 00:16:29.840 I'll name it M_stencil 323 00:16:29.840 --> 00:16:32.760 Make it like this 324 00:16:32.760 --> 00:16:38.080 Then like this, the Material window appears 325 00:16:38.080 --> 00:16:42.559 Here, there's one already made 326 00:16:42.559 --> 00:16:46.960 If you take a look, as for this guy 327 00:16:46.960 --> 00:16:50.494 Press the tab key 328 00:17:01.159 --> 00:17:03.960 and search SceneTexture 329 00:17:03.960 --> 00:17:07.029 and you can see a list like this 330 00:17:07.029 --> 00:17:12.079 When you select this, a node appears 331 00:17:12.079 --> 00:17:18.839 Here, for Scene Texture Id, rather than Color 332 00:17:18.839 --> 00:17:25.920 we'll look for CustomStencil 333 00:17:25.920 --> 00:17:28.270 Just type custom 334 00:17:28.270 --> 00:17:30.520 and stencil pops up 335 00:17:30.520 --> 00:17:35.439 Create a node like this 336 00:17:35.439 --> 00:17:40.280 Then right-click again, search custom 337 00:17:40.280 --> 00:17:44.000 And select the node that says Custom 338 00:17:44.000 --> 00:17:47.881 And it appears like this, and here 339 00:17:53.039 --> 00:17:56.119 On the code here 340 00:17:56.119 --> 00:17:59.719 enter the code I put on the slides 341 00:17:59.719 --> 00:18:05.839 And connect Color, then to Emissive 342 00:18:05.839 --> 00:18:15.400 Then Material setting is complete 343 00:18:15.400 --> 00:18:19.800 And then bring in a Cube 344 00:18:19.800 --> 00:18:21.860 If you take a look on the bottom 345 00:18:21.860 --> 00:18:23.960 There's the Materials option 346 00:18:23.960 --> 00:18:24.999 Here 347 00:18:28.199 --> 00:18:30.800 Oh I didn't save it 348 00:18:30.800 --> 00:18:36.507 Here, the pre-made one is the same Material 349 00:18:36.507 --> 00:18:40.640 I'll use this guy 350 00:18:40.640 --> 00:18:43.000 Select Customalpha 351 00:18:43.000 --> 00:18:47.079 and we'll apply it on the Cube by dragging 352 00:18:47.079 --> 00:18:52.760 Then like this, the Customalpha has been applied 353 00:18:52.760 --> 00:18:54.910 In the Cube 354 00:18:56.360 --> 00:18:57.549 custom 355 00:18:58.599 --> 00:19:00.760 You can type custom 356 00:19:00.760 --> 00:19:02.560 or type stencil 357 00:19:02.560 --> 00:19:04.869 Search stencil 358 00:19:04.869 --> 00:19:09.356 and this guy will probably be set to 0 at first 359 00:19:09.356 --> 00:19:12.359 We'll change this to 1 360 00:19:12.359 --> 00:19:17.107 And then, in Lit of viewport 361 00:19:20.800 --> 00:19:23.959 In Buffer Visualization 362 00:19:23.959 --> 00:19:30.640 click Custom Stencil, then like this 363 00:19:30.640 --> 00:19:33.760 You can see that the Stencil layer has been applied 364 00:19:33.760 --> 00:19:36.719 In this lecture, we learned about the Movie Render Queue 365 00:19:37.737 --> 00:19:38.687 Detailed Functions of Sequencer Level Sequencer File that includes the sequence and interactive elements File that edits and manages sequences within the level 366 00:19:38.687 --> 00:19:39.637 Level Sequencer and Animation When Animation is added on Level Sequencer, a list of basic animation files that Unreal setting provides is shown 367 00:19:39.637 --> 00:19:40.587 When animation is added, an animation section appears on the timeline, and other movements can be added 368 00:19:40.587 --> 00:19:41.537 Animation blending Automatically blending different animations Drag the animation bars to overlap, and it blends automatically 369 00:19:41.537 --> 00:19:42.487 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 370 00:19:42.487 --> 00:19:43.637 Detailed Functions of Sequencer Parameter value animation in the material instance 371 00:19:43.637 --> 00:19:44.937 The parameter value, set to adjust in the instance format in material, can be added to Sequencer to make it work as an animation 372 00:19:44.937 --> 00:19:46.487 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 373 00:19:46.487 --> 00:19:47.637 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 374 00:19:47.637 --> 00:19:48.737 When multiple levels are produced in a big project, Movie Render Queue can be used to manage sequences at multiple levels all at once 375 00:19:48.737 --> 00:19:50.087 It's a plug-in of Unreal, and starting from Unreal version 5 and above, it's basically activated 376 00:19:50.087 --> 00:19:51.237 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 377 00:19:51.237 --> 00:19:52.298 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