Offline Render 1.6

Offline Render is an easy to use, realtime capture plugin for Unity. It allows you to capture the game view to a multi-channel OpenEXR, supporting not just the final output image, but also some common elements, like depth, per-light shadows, diffuse, AO (if present in scene as an Image Effect) and other G-Buffers.

Offline Render now supports create ObjectID pass, 360 monoscopic rendering and output to MP4 for both offline and realtime capture.

Offline Render allows you to render your Unity scenes and take them into a standard post-production pipeline using your favorite compositing software.

Features

  • Multi-channel OpenEXR output
  • 16-bit Half-float EXR
  • Offscreen rendering for higher resolutions
  • 360 monoscopic render output o PNG
  • MP4 render
  • Capture multiple cameras simultaneously
  • 10 out of the box render elements (Diffuse, Specular, Emission/Lighting, Reflections, Depth, Velocity, Normals, AO, Motion Vectors, ObjectID)
  • Forward render supported elements (Beauty, Depth, MotionVector, AO)
  • Developer API: Create your own custom passes. Documentation, sample code and sample scene included

Limitations

  • Shadow pass only works with directional lights
  • Multi-camera capture needs the same start/end range (to be fixed soon)
  • Requires Unity 5+
  • Windows only

https://vimeo.com/193577507

https://vimeo.com/209239178

I’m trying to capture stills at run-time using your system!. Any clues.

the MP4 export give me a rotated upDown movie.
any setting to fix it?

It can save Audio too?

Please create a ticket in our Helpdesk

Hi I’ve been using this and I’ve just tried Unity’s Frame Recorder… and this asset is waay better… But, Is there a possibility for Offline Render to record from a Unity Timeline? like

That would be very useful

Can this render from any of the timeline plugins like Slate or Cinema director ?

Offline render should support at least the normal timeline, since in really only a single camera exist in the scene. Just add the OfflineRender component to that camera.

Does this work with the new HD Pipe in Unity?

Yes, it should work out just fine. If you have any issues feel free to contact us!
Kind regards,
Artur

Actually I couldn’t get it to work in the latest Beta HD Pipeline.

This doesn’t seem to wok at all with the HD Pipeline in the latest 2018 Beta or Non Beta. Please let me know how I can get this working. I need it for a project…

Hi, sorry about that, please create a ticket in our Helpdesk system: https://ycdivfx.on.spiceworks.com/portal/tickets

I just did and I made another ticket because png files always render upside down even with the flip option checked.

Hi,

we just purshased your script, and when i put it on my camera (HDRP project using cinemachine in Unity 2018.3.0f2), i have got parameters but no render button anywhere! Seems to be broken…

Hi, thank you for purchasing Offline Render. Did you submit a ticket on our helpdesk system? If not please do and include all the info above. We will reply ASAP.

https://h-s.on.spiceworks.com/portal/tickets

Kind regards,
Artur Leao

Hi Evryone ! need help
when i try render camera animation 360 got this

Hi, did you create a ticket in our Helpdesk system? It’s the most effective way for us to look into your issue. If not, please do it at Spiceworks Portal and we will get back at you ASAP.

Kind regards,
Artur Leao

yes sure now on Unity 2019.1.11f1 (64-bit)

got this message

TypeLoadException: Could not resolve type with token 0100001c (from typeref, class/assembly UnityEngine.Experimental.Rendering.RenderPipelineManager, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)
HeadlessStudio.OfflineRenderHD.Runtime.OfflineRenderHD.SaveFrame () (at D:/ycdivfx/UnityDev/20160412_offlinerender/src/OfflineRenderHD/Assets/headless.studio.offline-render-hd/runtime/OfflineRenderHD.cs:690)
HeadlessStudio.OfflineRenderHD.Runtime.OfflineRenderHD.LateSave () (at D:/ycdivfx/UnityDev/20160412_offlinerender/src/OfflineRenderHD/Assets/headless.studio.offline-render-hd/runtime/OfflineRenderHD.cs:461)
HeadlessStudio.OfflineRenderHD.Runtime.OfflineRenderHD.LateUpdate () (at D:/ycdivfx/UnityDev/20160412_offlinerender/src/OfflineRenderHD/Assets/headless.studio.offline-render-hd/runtime/OfflineRenderHD.cs:482)

and rendering look stop at first frame at 47%

it’s on hdr setup
we have comment this line

public class BeautyWithAlphaElement : BaseRenderElement
{
    private RenderTexture _alphaTexture;
    private Material _material;

    public void OnEnable()
    {
        Name = "Beauty With Alpha";
    }

    /// <summary>
    /// Grab the opacity debug view here, before calling the normal render.
    /// </summary>
    protected override void PreRender()
    {
        var old = ElementFrameBuffer;
        ElementFrameBuffer = _alphaTexture;
        var current = RenderPipelineManager.currentPipeline as HDRenderPipeline;
       // current.debugDisplaySettings.materialDebugSettings.SetDebugViewMaterial(100);
        RenderHelper();
       // current.debugDisplaySettings.materialDebugSettings.SetDebugViewMaterial(0);
        _alphaTexture = ElementFrameBuffer;
        ElementFrameBuffer = old;
    }

Hi, please use our Helpdesk system for support questions and issues. Thanks!

Hi there! I’m using unity 2019.3.6f1 and every time I try to render my shots as PNG sequences, they come out distorted. There seems to be some weird offset.

Here’s the game view:

Here’s the render:

Any suggestions?