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Studio 2 Class 12

  • cailin0546
  • Oct 18, 2023
  • 1 min read

No photos to share here right now because I've mostly just been fighting with my render tests.


I got the torch in it's correct scene only to find out that UE5 REALLY doesn't like to render its FX into cinematics, especially when it's a semi transparent effect, like mine. I had to ask every person I know and eventually take to Reddit to get a solution.


Turns out that if you have depth of field on your UE scene and you try to render an effect, it will blur the effect to the same level as the blurriest depth of field level on your screen.


My first solution was to do separate render passes with the torch, fire, and snuffer on one, and the blurred, out of focus background on the other, but guess what? UE doesn't allow for its gas FX to be output into images when the renderer is set to receive transparency data. So that plan went out the window.


I wound up having to tinker with things in the material of my effect's emitter and set it to specifically calculate the effect before applying the DOF, and to output the velocity of the FX onto the material.


Suffice to say that it has been a very technical week. At the end of the day, I did get it working. Crowd sourcing solutions saves my project once again.

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