UE5 Render Passes Tutorial: Separate Layers for Post Processing
In this tutorial, I’ll walk you through how to render your characters and environment separately in Unreal Engine 5 using Stencil Layers, giving you more control during post-production inside Nuke. This technique is essential for artists looking to enhance their cinematic shots, perform isolated color grading, defocus backgrounds, and composite like a pro.
What you’ll learn:
1- How to activate and configure Movie Render Queue
2- Exporting in EXR format and why it's useful
3- Setting up Stencil Layers for subject-background separation
4- Using Nuke to composite and tweak individual elements
5- Benefits of disabling tone mapping for linear workflow
Assets used in this video:
🔗 Tokyo Environment: https://www.bigmediumsmall.com/tokyo-back-alley
🤖 Robot Character (FAB): https://www.fab.com/listings/bc38ffb5-9ddb-4b29-a565-cdfc59758b8c
https://www.fab.com/listings/69240f43-d821-4d4c-b5bd-e51eb28cac5c
Watch Next:
🎥 My Render Settings for Movie Render Queue in UE5:
🔗 https://youtu.be/s10HJSkwJks
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#UnrealEngine5 #UE5Tutorial #MovieRenderQueue #NukeCompositing #RenderPasses #StencilLayers #PostProduction #CinematicRendering #VFXPipeline #Cyberpunk