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Nodes · 3D

EngineRender

3Dv1core

Overview

The offline/finaling render against the live session: drives Unreal's Movie Render Queue (Path Tracer for the hero look) and streams high-quality frames back progressively. Rendered frames cache and scrub; unrendered frames show black. Render/Cancel live in the Scene Graph panel's RENDER QUEUE while LIVE is on.

How to

How-to

  1. Point slot at the session, pick the camera, set first / last / step and the format.
  2. Pick a preset (Path Tracer for the hero look), spp, max_bounces, denoiser.
  3. Tick the passes you need; set write_path to land multilayer EXRs.
  4. Name catchers / holdouts / casters_only / hidden actors for the comp's shadow and holdout work, then Render.

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
slotInt910The per-frame render store this node reads. Leave it unless you run several render nodes side by side.
cameraTextThe Unreal camera actor the job renders through. Empty takes the session's current view camera.
firstInt1The clip's frame range on disk.
lastInt10The clip's frame range on disk.
stepInt1Render every Nth frame of the range — 2 renders every other frame for a fast look, 1 renders them all.
format_widthInt1920Width in pixels.
format_heightInt1080Height in pixels.
presetChoicePath TracerRaster = fast, looks-like-Unreal baseline. Lumen Cinematic = HQ Lumen + cinematic post. Path Tracer = the hero: true GI, correct area shadows/refraction/motion blur — high spp, denoised. RasterLumen CinematicPath Tracer
sppInt1024Path Tracer samples per pixel. High (256–4096) and denoised is the point — this is finaling, not the live stream.
max_bouncesInt8Path Tracer: light bounces per path. 8 is a lit interior; 2 is a fast preview with dark corners.
denoiserChoicebuilt-inWhich denoiser the job applies to the beauty: none, Unreal's built-in, OIDN or OptiX (capability-gated — a session without one says so). nonebuilt-inOIDNOptiX
warmupInt0Frames the engine renders before the first delivered frame, so temporal effects and Lumen have settled by the time frame first lands.
passesTextbeauty,depthWhat comes back beside beauty. Unsupported requests are reported and greyed — never silently dropped, never faked. The list grows as the AOV exporter (C2) and cryptomatte (C3) land.
exr_layoutChoicesingle-part multilayerHow the written EXR holds its passes: one single-part multilayer image, or multi-part with one part per pass (some tools read one, some the other). single-part multilayermulti-part
write_verifyChoiceoffRe-open each written frame and spot-check sample pixels against what was rendered — the strict-job integrity check. off trusts the write. offsample
write_pathTextWrite each rendered frame as a multilayer EXR: #### becomes the frame number. Data/crypto passes land float32, color half, the crypto manifest and provenance ride the header — the archival file another vendor can open cold.
catchersTextActor names (comma-separated) that CATCH the CG's shadows instead of rendering: they're held out of beauty and their shadow density comes back as catcher.shadow — job-scoped, the level is never changed. Feed the result to a CatcherComp.
holdoutsTextActor names (comma-separated) that punch an ALPHA HOLE in beauty but still occlude the CG behind them and still cast onto it. This is the plate-matched proxy: a stand-in building that hides the CG passing behind it, without ever rendering itself. If you want it gone from the shot entirely, use hidden; if you want it invisible but still throwing a shadow, use casters only.
casters_onlyTextActor names (comma-separated) that are invisible to camera but still cast and reflect — the classic primary-ray-invisible object. Unlike a holdout it does NOT occlude: the CG behind it renders normally. Use it for an off-screen bounce card or a shadow-casting rig you never want to see.
hiddenTextActor names (comma-separated) excluded from every pass of this job — no beauty, no shadow, no reflection, as if they were not in the level. Job-scoped: the level itself is never changed, so other render nodes still see them.
ao_distanceFloat1.0Traced AO max distance in meters: occlusion beyond this vanishes. The traced mode is view-independent — stable over a camera move, unlike screen-space AO.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.

See also

  • Unreal — How to get Unreal's pixels into the comp, live or rendered.