Unreal Engine 5.4 Green Screen Workflow (Blender to Unreal)
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- เผยแพร่เมื่อ 29 มิ.ย. 2024
- If you're looking for the best way to get camera tracking from Blender imported into your UE5 scenes, this should answer most if not all of your questions! But if you have any more questions, drop a comment! Replying to all :)
Thanks for watching and feel free to connect with me on
IG: @andrewdileo
Directed by Ben Proulx
IG: @btproulx
Special Thanks to Michael Reed (@michaelreed_ig) for additional VFX, texture art and modeling awesomeness. Couldn't have done it without you.
VFX demo from my work on "XXL" by Young Posse
WATCH FINAL HERE: @
Useful Documentation:
Importing USD to Unreal:
@-US/WorkingWithContent/USD/USDinUE4/
Using Media Tracks in ue5:
@-US/AnimatingObjects/Sequencer/HowTo/UsingMediaTracks/
SEO: Unreal Engine VFX, Camera Tracking, Blender, ue5.4, Blender to Unreal, Universal Scene Description, VFX Workflow, Kitbash3D, XXL, Young Posse, Behind The Scenes, Green Screen - ภาพยนตร์และแอนิเมชัน
I love you I have been wanting this you have a subscriber sir thank you
Let’s goooo!
Am blown apart so true there is no information on this kind of work flow....super thankyou to you sir...god bless you with more subs
Thank you so much, feeling very inspired to keep going on these!
Really informative video...need more blender to unreal workflow about green screen compositing
I will most definitely make a follow up! Thanks for commenting friend!
This is an amazing tutorial, and XXL was a bop
Thank you sir, more coming soon! We’ve been busy!
@@andrewdileo You about to do it XXL 🔥
I am obsessed with this video! you guys are great
Thanks! Always happy to hear that!
great blender, i just started learn blender building environments and this is wild alien to me but intriguing
No problem, you will figure it out soon! Believe you can do it because you can!
🔥🔥 such a great video. Thanks for all the great tips
Dude my pleasure! Keep on that grind!
Thank you for this!
Thanks for this. How did you learn all of this stuff!? You are the greatest of all time.
Combination of reading suggestive documentation and happy accidents!
your video really help me solving tons of problems !!! thank you so much!!! from now on i'm gonna explain how to make media plane like you. create a media player create texture and....just look it up lol
Do you actually need help with that, or is that a joke? Hope this truly was insightful! Happy to make a video breaking down the media plane in more detail if anyone is interested!
@@andrewdileo i do really please make one
Great Video
Thanks so much!
Every couple weeks I check to see if there is a new video for this workflow 😩, finally something...🙏 There is a ton of stuff and experience compacted into this video!
Thanks!!! High-budget project pressure sure is one hell of a drug. Learned the hard way! 😂
Very generous of you. Appreciate the pace
Really glad you found value in it! This has been a fun proof of concept that I should just keep going with these!
Why?! Why this post doesn't have more views??? This is the type of information that truly helps others, speeds up the creative process, avoids mental breakdowns, and unnecessary firings.
Thanks so much, I need to keep going! Been busy but I know it’s worth it to get this out there! MORE CREATIVE DECISIONS!
@@andrewdileo need moreeeeee videos, fr this was great
@@414SHOTiT thank you so much. I’m on it!!!
Awesome tips.
wow never knew you could do it via USD, always thought you had to use the blender to unreal script thingy. did you end up doing the composite in unreal engine itself or are you rendering out the plates from unreal and compositing elsewhere?
Yeh neither did I, this solution is definitely the best, believe me I have looked everywhere!
Compositing done in Final Cut by Director…but you can DEFINITELY export no problem with the MF KEYER node in the material you create! If you don’t, it’s important to tick off the render visibility in the details panel under your media bundle BP attached to your camera!
Thank you for sharing your workflow, it's very rare to find content like this for Unreal Engine. Can a camera tracking plugin like fSpy be used for a project like this? And for final compositing and keying, do you do it in Unreal Engine or in post-production software like After Effects or similar software?
Thanks, friend, yes, you can absolutely use fSpy… The process would be to open your .fspy file in blender, add a floor plane and then export the scene. When you’re exporting the USD file, you just don’t really want to bother ticking “animation” checkbox if it’s only a static image!
Keying goes to post production software, but you can render it out right in UE5, just won’t be as clean! But for some shots, you can get away with it
can you make a guide on doing it without all that gear ?
Thanks a lot for this video! I was battling with this recently. To be honest, I am battling with UE overall, as I feel like it just keeps throwing sticks under my legs while trying to achive things that are super basic and primitive to do in most DCCs.
May I ask you what is your approach when adding shadows? Or overall compositing the characters into the scene so that there is a shadow, perhaps reflections. As this is only slapping the greenscreen on top of movement-matched 3D scene. Thanks so much!
Shadows are always a pain deal with, and there’s no set-in-stone method to achieve them. One method is with shadow casters- you can use the plane that is imported as the ground, and set up some rough geometry similar to your actors to cast shadows onto a white plane for compositing. Most of the time, Ben, who does the composing, will actually try to pull out the shadows that were actually on the green screen in the shot, and use those. If you have your actor inside unreal as an actual “plane”, that’s when you’ll get hyperrealistic reflections, without crazy compositing. You might just have to switch your material, playing back the video to “masked” for the transparency handling. I will make a video about this exploring some different options.
Maybe one day AI will do it for us, that’s the kind of stuff I would like to see AI be used for 🥴 shadow gen
@@andrewdileo Thanks a lot for your answer. Yes, pulling out the shadows from greenscreen works in some cases, especially for contact shadows you can't really get other way afaik. However, if there's for example a wall in the virtual space behind the actor (or tree, anything) and it wasn't there when shooting the greenscreen, you're out of luck as you can't composite the ground shadow on it. At least I can't imagine that.
About importing planes into UE, I tried it with Ian Hubert's method of scaling the plane with the origin at camera's space. However, I had so much trouble doing that in UE. Would really welcome a quick video on that if you ever managed to do that. I managed to make it work with some workarounds but it wouldn't render. The character would be behind the scene for whatever reason although in viewport it was perfect.
This however is too limited in two way from what I found: if the camera is slightly tilted downwards which it usually is, further foot will float in the air and although visually they are touching the ground in 3D, the shadow doesn't match. Second thing is that if the shadow is supposed to be cast from the left or right, it won't work as the plane is flat obviously. Moreover, I dunno if there's any way to composite it later that way. Having a separate render layer for the character, shadow and rest.
Sorry for such a long reply, I'm just kinda summarizing my thoughts and struggles trying to find some other possible way or combination of techniques. Really wonder how it's made in professional production.
Thank you in advance if you have any more input to this.
@@ArtemGms yeah, I have to digest this and honestly, I can definitely get to work on a video breaking down shadows a bit more in the workflows that I would opt for personally - if you want to achieve the Hubert method of scaling the plane in relation to the camera, so the feet are clipping the ground, the best way to do that is to do it in blender itself, and then export that with the animation as a USD file and then literally just use that plane as the plane that you’re projecting media onto…I just did it recently on a Jacob Collier project for the final scene in Mi Corazon. It worked out great. I should make a video about that as well. I think everyone has studied in Hubert and is trying to channel that in unreal and I have been devoting the past several months to learning how to transfer that skill set over I will make a video devoted to just showing how to do Ian Hubert stuff in unreal lol
@@ArtemGms I know what you’re talking about as far as the other foot floating in the air, one workaround is to have a duplicate that’s only acting as a shadow caster and then obviously you would just translate that down on the Z
@@andrewdileo Sorry for the late response. That would be amazing if you could make a video about that. Haven't tried USD workflow, I tried to do it in UE. Only did the track in Blender and it was terrible. That floating feet workaround sounds interesting but you then have to somewhat merge those 2 shadows, right? Which leads me to a 2nd question. Is it possible to do render layers? So I can even achieve something like that. Having environment, greenscreen character and its shadows on different layers? So I can perhaps add extracted shadows from greenscreen in composite. Plus I'd like to have the ability to color it properly (so having the character in log). I would simply like to have it as non-destructive / flexible as possible. But I have no idea how does UE even approach such data, if it's able to keep the information in it if you rendered the greenscreen keyed plane in log and exr or something. Thanks again for your time and willingness.
ok
I can't see the BP mediaBundel file even with the plugin loaded. Did it get removed from unreal?
Thanks for pointing this out to me, I’ll look into! Only have the beta of 5.4 but I’m updating now.
Hey there, friend, make sure that in your content browser you are selecting “All” folder, the root folder of your content hierarchy. Also make sure you don’t have any search filters.
Type in “mediabundle” and you should see “BP_media bundle_plane_16-9” pop up! That is the component you need to drag onto your camera component under your cinecam as shown! Hope that helps 🥳
Working as of 5.4 stabile release!
@@andrewdileo I found it. It just seems to depend on what starter fie I use. Must be something to do with my install.
@@nickhenderson5781 that’s another thought I had. Use Film as a template - I always start with blank
@@andrewdileo good advice. one more question. is there a way to improve the quality of the plate on playback? Mine looks pretty average
brooooooooooooooooooooooo 4:41 i stopped watching and only came back an hour later after laughing for 1 hour non stop....... he said "thingy.... just look it up"" hhhahahahahahahahaha
I need a whole video devoted to that one thing haha!
cool video, but are you copying the voice intonation of ian hubert? The pacing / voice jokes were like as if I was watching someone trying really hard to copy his style lol
Ha! Yeah….I’m really excited when I talk about this stuff, have also studied him extensively, and also it’s proven to hold peoples attention, why reinvent the wheel!