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Nodes · Off-shelf

EngineRender

Off-shelfv1core

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.

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.
cameraTextString::new(Not documented yet.
firstInt1Not documented yet.
lastInt10Not documented yet.
stepInt1Not documented yet.
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.
sppInt1024Path Tracer samples per pixel. High (256–4096) and denoised is the point — this is finaling, not the live stream.
max_bouncesInt8Not documented yet.
denoiserChoicebuilt-inNot documented yet.
warmupInt0Not documented yet.
passesText"beauty,depth".into(What 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 multilayerNot documented yet.
write_verifyChoiceoffNot documented yet.
write_pathTextString::new(Write 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 \u{2014} the archival file another vendor can open cold.
catchersTextString::new(Actor 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.
holdoutsTextString::new(Actor 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_onlyTextString::new(Actor names (comma-separated) that are invisible to camera but still cast and reflect \u{2014} 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.
hiddenTextString::new(Actor names (comma-separated) excluded from every pass of this job \u{2014} 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_distanceFloat1Traced AO max distance in meters: occlusion beyond this vanishes. The traced mode is view-independent — stable over a camera move, unlike screen-space AO.

See also

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