How to Render Seamless Media Plates in 180/ 360 Degrees in Unreal Engine
How to configure media playback in 180/ 360 renders in Unreal to ensure no tearing or desync across high resolution tiles or cube faces and perfect color accuracy with no ghosting effects
Last updated 9 days ago
Overview
In high resolution renders, syncing of Media Plates is important for ensuring that media is decoded by each job at exactly the same time to avoiding tearing or desync between tiles/ faces.
In addition, you need to use the dedicated Unreal Media Plate to display the media which ensures that it bypasses anti-aliasing and post-process effects like motion blur and depth-of-field and thereby avoids ghosting.
Basic Set-Up
Ensure that the
Media Plate (Beta)plugin is enabled:
We recommend to use an
IMG Media Sourcefor your playback media as it is the only absolutely reliable input format:
IMG sequencesare preferable overMP4sor other video formats because of the wayMP4shandle and compress playback intoI-frames.Using
IMG sequenceshas less overhead when seeking to a particular frame, and leads to less potential mismatch on playback.Some video formats such as
Apple Prores 4444orBink Videoare reliable thanMP4but anIMG Sequenceis always the most reliable approach
Open the
IMG Media Sourceasset and in theSequencesection set theSequence Pathto the folder where you have yourimage sequence. Save the asset and close it.
Drag the
IMG Media Sourcein to the level. This will automatically create aMedia Plate Actorthat uses theIMG Sequenceas a source.
In
Sequencer, add theMedia Plate Actorto itβs own track and disableautoplayon theMedia Platewhen prompted.
Scrub the
Playheadto ensure that theIMG sequenceplayback is dictated by thePlayheadposition. Movement should be visible only when thePlayheadis moved:
Ensure that the
Sequence FPSmatches theFPSof yourIMG Sequencefootage:
Right click on
IMG Media Sourcetrack, navigate toProperties>Advancedensure that thePreroll Framesproperty is set to0.
You will now be able to play media in your
high resolution renderwith no desyncing or tearing and perfect color/ media pixel representation.
Performance
IMG Sequencescan be heavier on file size thanBinkorProres.To save on rendering resources Bink or
Prores 4444can be used (test first to ensure pefect output).Proresrequires theElectra Playerplugin to be enabled for playback.
Rendering a lot of very high resolution media plates will add to render times so to be most performant, image sequences should not exceed their necessary resolution.
Consider their size in the 3D scene and if struggling for performance, lower the resolution of any media that is smaller on screen in the final render.
Troubleshooting
The most common cause for visual tearing in Media Plates is
Preroll.Ensure that
Prerollis set to 0 for anyMedia Platein a sequenced render.
Double check that the
IMG SourceFPS matches theSequenceFPS exactly, even down to the decimal point if applicable.A slight mismatch can cause differing frame values per face, resulting in frame drifting and visible seams.
A subtle
Face Blend Percentagecan help the visibility of seams.A
valueof as little as0.5percent can reduce any remaining artefacts.