> For the complete documentation index, see [llms.txt](https://dvs-studio.gitbook.io/dvs-studio-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://dvs-studio.gitbook.io/dvs-studio-docs/documentation/rendering/rendering-overview.md).

# Rendering Overview

Earth Atlas 80K is configured for rendering through Unreal Engine's **Movie Render Queue (MRQ)**.

The project includes ready-to-use render presets for both **Lit** and **Path Tracing**, allowing you to quickly render animations created in Level Sequencer.

## Starting a Render

Open the `Level Sequence` you want to render.

In the Sequencer toolbar, click **Render this movie to a video, or image frame sequence**.

<div data-with-frame="true"><figure><img src="https://877379945-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FcArBtzAurqdWxS4Aqg3o%2Fuploads%2FkAXKpVBKss8Qdw3vPU30%2FRender_LS.png?alt=media&amp;token=5a9583f5-0c82-4e46-b137-aab7f02055c8" alt=""><figcaption></figcaption></figure></div>

This opens **Movie Render Queue** with the current sequence added as a render job.

<div data-with-frame="true"><figure><img src="https://877379945-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FcArBtzAurqdWxS4Aqg3o%2Fuploads%2Fg1jrELLNMX7sSjXrzZPT%2FRender_MRQ.png?alt=media&amp;token=158020c9-886e-4cf4-98de-d02bae390ff8" alt=""><figcaption></figcaption></figure></div>

{% hint style="info" %}
**Movie Render Queue does not open?**

Make sure the `Movie Render Queue` plugin is enabled under **Edit → Plugins → Rendering**. Restart Unreal Engine after enabling the plugin if required.

![](https://877379945-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FcArBtzAurqdWxS4Aqg3o%2Fuploads%2FjpmPWrJgUTNoJIK1jUa7%2FRender_MRQ_Plugin.png?alt=media\&token=0c727163-f1f5-42fb-a901-c039711c5aa0)
{% endhint %}

## Render Presets

Earth Atlas 80K includes four ready-to-use Movie Render Queue presets.

<div data-with-frame="true"><figure><img src="https://877379945-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FcArBtzAurqdWxS4Aqg3o%2Fuploads%2Fc3ujdns5FbA9YxPUmwG5%2FRender_Presets.png?alt=media&amp;token=1d75ae8f-275e-48c0-96be-9813838f5a25" alt=""><figcaption></figcaption></figure></div>

<table><thead><tr><th width="264">Preset</th><th>Rendering Mode</th><th>Resolution</th></tr></thead><tbody><tr><td><code>MPPC_4K</code></td><td>Lit</td><td>3840 × 2160</td></tr><tr><td><code>MPPC_FullHD</code></td><td>Lit</td><td>1920 × 1080</td></tr><tr><td><code>MPPC_PT_4K</code></td><td>Path Tracing</td><td>3840 × 2160</td></tr><tr><td><code>MPPC_PT_FullHD</code></td><td>Path Tracing</td><td>1920 × 1080</td></tr></tbody></table>

For the highest-quality output intended for Earth Atlas 80K, use one of the **Path Tracing** presets.

The **Lit** presets provide significantly faster rendering and are useful for previews, test renders, or workflows where Path Tracing is not required.

### Loading a Preset

In Movie Render Queue, click the current configuration in the **Settings** column and select the required preset.

<div data-with-frame="true"><figure><img src="https://877379945-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FcArBtzAurqdWxS4Aqg3o%2Fuploads%2FEzuzChjmCfOvgx4WF9rW%2FRender_LoadPreset.png?alt=media&amp;token=2a5d7de8-4d16-4529-97ff-9c60ad4868c6" alt=""><figcaption></figcaption></figure></div>

After loading the preset, you can either use it as provided or modify individual settings for the current render.

Review the configuration and click **Accept** to apply it to the render job.

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Back in Movie Render Queue, click **Render (Local)** to start rendering.

## Important Render Settings

### Texture Streaming

When using the supplied presets, keep:

**Game Overrides → Texture Streaming → `Don't Override`**

<div data-with-frame="true"><figure><img src="https://877379945-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FcArBtzAurqdWxS4Aqg3o%2Fuploads%2FxpYAInknhQJigbPMZQ34%2FRender_GameOverrides.png?alt=media&amp;token=4e6083ce-36a0-4b85-91cd-c150b1fccf4a" alt=""><figcaption></figcaption></figure></div>

Earth Atlas 80K uses several very high-resolution textures. Keeping `Texture Streaming` set to `Don't Override` preserves the project's existing texture streaming configuration instead of forcing Movie Render Queue to change it.

This is particularly important when `High Resolution Enabled` is active, as Earth Atlas 80K then uses its highest-resolution texture sets and significantly increases texture memory requirements.

## Virtual Texture Pool

The supplied Earth Atlas 80K project already contains the recommended Virtual Texture Pool configuration.

If you migrate the assets to another project or create a new project, check the settings under:

**Project Settings → Engine → Virtual Texture Pool**

<div data-with-frame="true"><figure><img src="https://877379945-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FcArBtzAurqdWxS4Aqg3o%2Fuploads%2FJolc9kpL02QXnCWygAIV%2FRender_VTPool.png?alt=media&amp;token=d20f71fd-1e7a-4fd6-874f-446728a3fa32" alt=""><figcaption></figcaption></figure></div>

Because Earth Atlas 80K uses very high-resolution textures, especially when rendering with Path Tracing, the following settings are recommended:

* `Default Size in Megabyte` — use at least **256 MB**. **512 MB** is recommended to provide additional headroom.
* `Pool Auto Grow in Editor` — **Enabled**.
* Fixed pools for `BC7` and `DXT5` — **Optional**. They can be configured when dedicated pools for these texture formats are required.
