High-Quality Media Export Reference Guide

Reference guide for High-Quality Media Export UI and settings.

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While High-Quality Media Export is generally ready for you to use and provide feedback on, you may encounter issues when extending the system since the internal APIs are still in development. Additionally, not all the functionality of Render Movie is in High-Quality Media Export at this time. We will continue to update and improve the functionality and stabilize the UI for High-Quality Media Export before it is released from Beta.

There are many options available in High-Quality Media Export that you can apply to your render. They are grouped into four categories: Output Format, Rendering Output, Settings Options, and Output Settings.

Eventually, High-Quality Media Export will replace the existing Render Movie feature in Sequencer.

High-Quality Media Export Interface

To export media, you will use the Queue Interface and the Settings Interface.

Queue Interface

queue interface with numbered callouts

Queue Interface

Description

1

Select sequences for rendering.

2

Remove sequence from the queue.

3

Edit or copy the current sequence. You can also choose a new sequence to replace it in the queue.

4

Select to set render settings. Use the arrow to select a saved preset.

5

Shows where the render output saves in Explorer. Can be clicked to browse to the folder.

6

Shows render status. Please note this feature is not fully implemented at this time.

7

Select to initiate the Render (Local) option.

8

Select to initiate the Render (Remote) option.

Settings Interface

queue settings interface with callouts

Queue Settings Interface

Description

1

Add a setting.

2

Save and select settings presets.

3

List of current settings with on/off toggles.

4

Cancel current settings changes.

5

Accepts current settings changes for this render only.

Output Format Options

The Output Format options allow you to select the output file format. Unlike Render Movie, multiple file formats can be output at once, and they are no longer dependent on the data you are rendering.

You can also create your own format by implementing the UMoviePipelineOutputBase, which gives you a callback for each output frame containing all images rendered in that frame, such as burn ins, UI widgets, and the final image.

Output Format

Description

.bmp Sequence (8bit)

Sequences are clamped in the [0-1] range, meaning that no HDR values are preserved. sRGB gamma correction is applied to 8-bit targets.

.exr Sequence (16bit)

HDR values are preserved but if the Tone Curve is enabled, linear values are rescaled to approximately the [0-1] range with only the brightest highlights going above one. Disabling the Tone Curve writes linear values in the [0-100] or more range depending on the intensity of lights and other bright objects. To produce transparent images, check Output Alpha and make sure to set Enable Alpha Channel Support in Post Processing to Linear color space only. No sRGB gamma correction is applied to .exr targets.

.jpg Sequence (8bit)

sRGB gamma correction is applied to 8-bit targets.

.png Sequence (8bit)

To produce transparent images, check Output Alpha and make sure to set Enable Alpha Channel Support in Post Processing to Linear color space only. sRGB gamma correction is applied to 8-bit targets.

.wav Audio

Audio export no longer requires rendering a second pass in real time, but Editor must be launched with the -deterministicaudio argument. If using Render (Remote) this argument can be omitted (it is automatically applied to the external process). This prevents any audio from being audible in the editor and may still produce audible artifacts between shots due to the time that passes to allow for motion blur and engine warm up frames.

To produce a transparent image you must delete or hide all opaque assets in the scene (skybox, atmospheric fog) where you want to apply transparency.

Video containers (such as ProRes or Avid DNxHD) are not currently supported.

Rendering Options

Currently, there are two options available for rendering, Deferred Rendering and UI Renderer (Non-Composited).

Deferred Rendering produces the final image that you see in the viewport during editing. This is the only supported rendering output at this time.

UI Renderer (Non-Composited) is an option designed to help compensate for how UMG widgets are rendered. Because High Quality Media Export renders to an off-screen target/view, UMG widgets added to the viewport are not included in the render. This option renders the widgets into a separate .png or .exr file that can be composited in post-production.

Settings Options

The Settings Options contain various rendering options and includes: Anti-aliasing, Burn In, Camera, Console Variables, Game Overrides, and High Resolution.

Anti-Aliasing

Anti-aliasing controls the number of samples used to produce a final frame. There are two types of sampling that produce the final frame, spatial and temporal. Temporal sampling takes the time the camera shutter is open and slices the sample into corresponding time slices. Then, the sampling uses engine motion blur to interpolate between the smaller slices. For each temporal sample, there are N many renders accumulated, where N is determined by the Spatial Sample Count variable. This enables rotational motion blur as the time period normally represented by a single directional motion blur is now represented through many small directional motion blurs.

Any combination of spatial and temporal sampling produces the same pattern of offsets used for anti-aliasing. This means that it is generally more efficient to put your samples into temporal sampling instead of spatial, since non-moving objects will receive the same anti-aliasing, and moving objects will be blurred, hiding the aliasing.

anti-aliasing settings

Setting

Description

Spatial Sample Count

Determines value of how many accumulated renders are in each Temporal Sample.

Temporal Spatial Count

Determines value of how many time intervals each frame is divided into.

Override Anti-Aliasing

Enables you to choose a different anti-aliasing method. You can select from None and Temporal AA (TAA).

Anti Aliasing Method

When Override Anti-Aliasing is enabled, select from None and Temporal AA (TAA).

Render Warm Up Count

Controls the number of samples used to build the temporal history before rendering begins. When a camera cut or shot occurs, the temporal history used by TAA is cleared to prevent "ghosts" from the previous camera angle appearing. To allow anti-aliasing on the first frame, this history must be rebuilt. All samples are taken at the same time without ticking the engine between them.

Engine Warm Up Count

Indicates the number of frames to run the engine for before rendering begins. These frames are not submitted to the GPU and are relatively fast to run. Typically, the warmup is useful for when you need time for cloth physics, particles, or other dynamics to settle into the right position before rendering starts.

You can use Spatial and Temporal sampling with TAA to experiment with anti-aliasing results, though it is not recommended in most cases. If TAA is enabled then there is a limit on how many unique positions are chosen for anti-aliasing. This limit is defined by r.TemporalAASamples, which defaults to 8. If TAA is enabled and you have more than 8 samples, we recommend enabling Override Anti-Aliasing and set it to None to disable TAA.

If you use a Temporal Sample Count higher than 1, the sequence will be evaluated on either side of the frame. This means that you will need to extend your tracks in Sequencer to cover the time one frame before the start of your sequence, otherwise there will be no data to sample. You can tell that you did not extend the data when you see that the first frame of the output is smeared or half one image and half another.

example of anti-aliasing and motion blur

Example of anti-aliasing and motion blur.

Burn In

This option determines whether to use the default burn in or a custom burn in. You can implement your own UMG Widget to use as a burn in that will be composited later on top of the final image.

burn in class setting

Camera

The camera option changes the shutter and affects how motion blur is presented. A 0 means there is no motion blur and 360 is continuous motion blur throughout the frame. A 180 degree shutter is the default. Manual exposure is used for various effects such as high resolution, where it is necessary to turn off auto exposure.

Setting

Description

Camera Shutter Angle

Determines how much of a given frame the accumulation frames span, which defines the length of the motion blur. Works like a real camera shutter angle.

Shutter Timing

Determines the timing of the shutter angle.

  • Frame Open: The frame number represents the shutter opening, so the data represented is what comes after the frame number in Sequencer.

  • Frame Center: The data is centered around the frame number in Sequencer, and samples will be taken both before and after.

  • Frame Close: The frame number represents the shutter closing, so the data represented is what comes before the frame number in Sequencer.

Manual Exposure

Overrides auto-exposure on the camera and uses a fixed exposure value. This is useful for capturing high-resolution images to ensure the exposure is consistent between different image tiles.

Exposure Compensation

Exposure value when using Manual Exposure.

Console Variables

This option enables you to add any console variables that you want executed when the render begins. This can be useful when trying to increase ray tracing sample counts or other quality settings that are too expensive for real time preview in Editor. Not all console commands will be respected (such as show flags) since they are executed in the context of the player�s viewport and not the offscreen viewport High Quality Media Export uses.

console command settings

Setting

Description

Console Variables

Select from a list of console commands and determine their values for when the render starts.

Start Console Commands

Executes console commands when the shot begins. Commands are not saved in queue presets.

End ConsoleCommands

Executes console commands when the shot ends, and restores any changes made by Start Console Commands.

Game Overrides

This overrides several common game related settings, such as Game Mode and Cinematic Quality settings. This is useful if the game's normal mode displays UI elements or loading screens that you don't want captured.

game override settings

Setting

Description

Game

Game Mode Override

Overrides the map�s default game mode with another game mode. This is useful if the game�s normal mode displays a UI or loading screen you do not want captured.

Cinematic Quality Settings

Automatically applies the Cinematic level in the Engine Scalability Settings.

Rendering

Texture Streaming

Determines when to load textures in each frame.

  • Fully Load Used Textures: Loads all textures at once instead of progressively streaming them over multiple frames. Requires less VRAM.

  • Disable Streaming: Disables texture streaming. Requires higher VRAM limits but can solve blurry textures that load in over time.

  • Don�t Override: Does not change the game�s settings.

Use LODZero

Enables default, high-quality settings for meshes and particle systems, regardless of distance.

Disable HLODs

Disables Hierarchal LODS to use real meshes, regardless of distance.

Use High Quality Shadows

Enables some common shadow related settings to increase quality in renders.

Shadow Distance Scale

Multiplies the distance at which a shadow is visible on an object. Higher values mean shadows are visible for more distant objects.

Shadow Radius Threshold

Overrides the minimum on-screen size required for an object to cast shadows. Smaller values mean smaller objects will cast shadows.

Override View Distance Scale

Allows you to override the View Distance Scale for objects. Useful when the Max Draw Distance is already set to a certain value to improve in-game performance.

View Distance Scale

Set value for the scale if you override the default View Distance Scale.

High Resolution

The High Resolution settings allow you to use tiled renders to produce larger images than would be normally possible due to maximum texture sizes or memory limits on GPUs. Under High Resolution, you can adjust the Tile Count, Overlap Ratio, and Texture Sharpness Bias.

high resolution settings

Setting

Description

Tile Count

Number of tiles the image breaks into while rendering. For example, a 7680x4320 Output Resolution with 4 tiles will render each tile at 1920x1080.

Texture Sharpness Bias

Biases the texture mip mapping to pick a higher resolution texture when it might normally not. An more negative number means the bias is more likely to select a higher detailed mipmap than it normally would, but, if the value is too high, it can cause a grainy image. The bias has no effect on textures that are already displaying their highest quality mipmap.

Overlap Ratio

Controls how much each tile overlaps each other. This means a value of 0.1 will cause a 10% overlap between the images that are blended together. This is particularly useful for Depth of Field, which normally produces a different result near the edges of images. Increasing the ratio results in longer renders but can help in situations where seams are still visible between tiles.

Override Sub Surface Scattering

Overrides existing subsurface scattering settings.

Burley Sample Count

Value of surface scattering across tiles if Override Sub Surface Scattering is enabled.

Write All Samples

Writes all samples that compose an output frame to disk individually. This is useful for debugging purposes.

Visual example of how the tile count works. Click image for full size.

Currently, High Resolution does not support temporal anti-aliasing and some rendering features which rely on screen space effects. This includes screen space reflections, convolution bloom, lens flares and motion blur on very fast moving objects.

Adjusting your Output Settings

The Output Setting controls most of the settings related to the sequence�s render.

settings panel

Setting

Description

File Output

Output Directory

Designates the file directory where the export saves.

File Name Format

Determines the file name format given to the export.

Output Resolution

Determines the export resolution.

Use Custom Frame Rate

Enables you to use a custom frame rate different than the one in the Level Sequence.

Output Frame Rate

Determines the new framerate if you enabled Use Custom Frame Rate.

Override Existing Output

Enables you to automatically overwrite any files with the same file name. If disabled, an integer, such as 1, will be appended to the file name.

Zero Pad Frame Numbers

Determines how many numbers to pad the output frame numbers. This is useful for exporting to software that has difficulty recognizing frame ranges.

Frame Number Offset

Adds a specified number to the frame numbers when writing to the disk during rendering. This allows you to offset issues regarding negative numbers for labeling frames, which confuses most software. So, instead of writing -2, -1, 0, 1 to the disk, you can instead write out 98, 99, 100, 101 by setting the Frame Number Offset to 100.

Frames

Handle Frame Count

Determines number of Frame Handles to include for each shot.

Output Frame Step

Determines value for rendering every Nth frame. For example, setting the value to 2 sets the rendering to every other frame. For the frames that are skipped, the game will still tick to make the results between rendering every frame and every Nth frame more consistent. Some image quality differences will be visible (due to a different temporal history), but this option should allow for �draft� type renders if needed.

Use Custom Playback Range

Enables you to designate a custom playback range.

Custom Start Frame

Determines the frame start if you enabled Custom Playback Range.

Custom End Frame

Determines the frame end if you enabled Custom Playback Range. A start frame of 0 and an end frame of 1 will produce 1 frame.

Misc

Disable Tone Curve

Disabling the tone curve makes it possible to output .exr files that store the linear data that comes from the Post Processing pipeline that will not be rescaled down to the [0-~1] range as is normally done for display.

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