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)
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
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.
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…
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.
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.
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 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.