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🧵 Untitled Thread

Anonymous No. 870583

game engines are now used for film/series production?

Anonymous No. 870593

>>870583
Always have been.

Anonymous No. 870600

>>870583
They have been for years.

Anonymous No. 870616

Yes?

Anonymous No. 870688

>>870583
No not really (unless you're talking previz). Some distant environments with LED screens but no front and centre stuff

Anonymous No. 870770

pretty much just unity and unreal, and mainly unreal because unity is much more dysfunctional

Anonymous No. 873022

>>870770
People use unity for film production?

Anonymous No. 873181

>>873022
https://www.youtube.com/watch?v=xR7mto4Z5pU

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Anonymous No. 873397

>>870583
I can see Unreal Engine 5 becoming popular with smaller, independent animation studios and filmmakers who may not have the budget for big render farms like the big cats in Hollywood.

Being able to have features like instant realtime GI with Lumen, virtualized geometry with Nanite, realtime physics simulation with Chaos, a large-scale AI system called Mass that can be used for things like crowd and traffic simulations, building epic grand scenes with world partition, free unlimited access to Megascans, etc., all in realtime on consumer-level hardware, really sounds like it could be a huge boon for them.

Anonymous No. 873405

>>873397
>Being able to have features like instant realtime GI with Lumen, virtualized geometry with Nanite, realtime physics simulation with Chaos, a large-scale AI system called Mass that can be used for things like crowd and traffic simulations, building epic grand scenes with world partition, free unlimited access to Megascans, etc., all in realtime on consumer-level hardware, really sounds like it could be a huge boon for them.
you can do most of that with unity's HDRP which includes RTX raytracing and DLSS and it's much more straightforward to code and iterate. From what I've experienced in UE, I have absolutely no reason to switch and look back (from unity)

Anonymous No. 873416

>>870583
Yes.
https://youtu.be/gUnxzVOs3rk

Anonymous No. 873417

>>873405
The difference is that Unity has an abysmal rendering pipeline that can't help but add layers of crust to everything it touches and it has horrid performance, stacking technologies doesn't fix these fundamental issues.

Anonymous No. 873452

>>870583
damn, janeway looks like THIS?

Anonymous No. 875343

Smooth.

Anonymous No. 875389

>>873452
She's pretty cute in season one of voyager.

She rapidly ages like milk, sadly. Probably why they brought in 7 of 9.

Anonymous No. 875422

>>873397
Where does the door on the second floor lead to?

Anonymous No. 875469

>>873397
if they're all real-time then how do they render them for viewing

Anonymous No. 875471

>>875422
What door are you talking about?

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Anonymous No. 875482

>>875422
It's a portal that leads to another area of the Matrix.

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Anonymous No. 875491

>>870583
>Learns the Tuvix story

Anonymous No. 875493

>>875469
actors will have to sit behind the cinema screen and play it in real time with a controller in hand

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Anonymous No. 875499

>>873022

Anonymous No. 877639

>>873181
God i love XRA

Anonymous No. 878315

>>870583
I used unreal for my graduation film. Granted the film was done by myself and wasn't that good, but using unreal saved my ass because I saved a lot of time for rendering and lighting. Also much easier to do quick fx with niagara

>>875469
I used the render queue for unreal, so you still render frames by frames

Anonymous No. 878993

>>873417
It has a shit ton of different pipelines because they can't fucking make up their mind on anything. Instead of fixing shit, they just make a new one and then introduce a plethora of new issues.

Anonymous No. 879024

Just glad I've retired from VFX in 2021 after doing this for 24 years. Good luck to the next generation of artists.

Anonymous No. 879037

>>878993
It has URP for performance and HDRP if you have RTX. If you have a 10 year old graphics card, dont choose HDRP. Its that simple. If 2 different paths is too much for you, you probably wont make it.

Anonymous No. 879096

>>879037
2 that don't work right

Anonymous No. 881571

>>873397
Game graphics STILL look like crap compared to pre-rendered stuff. I doubt game engines will be good enough until 2030-2040 at least.

Anonymous No. 881572

>>875499
What movie is that?

Anonymous No. 881579

>>881571
Game graphics will always look like shit compared to pre-rendered stuff. The better graphic cards get at realtime rendering, the better they get for rendering and simulation.
But compare pre rendered WC3 scenes to modern day gaming and you realize that new games look better than WC3 pre rendered scenes.

Anonymous No. 881589

>>881579
Game engines still suck at most important thing, rendering human skin. If they displace prerendering for stylized Pixar-styled cartoons it's nothing bad though, since Pixar is cancer anyway.

Anonymous No. 881631

>>870593
Literally always? Literally since the beginning of time? Fuckin idiot

Anonymous No. 881737

>>881579
I think even Xbox and PS2 game cutscenes look better than modern game graphics.

See:
https://www.youtube.com/watch?v=wDqy_36_iYM

Also I used to go to the Unreal 4 forums and someone from Mattel posted a couple of Barbie short films made in Unreal that looked like garbage compared any real Barbie films (done with pre-rendered graphics). Someone else posted some flying logo graphics for sports show intros (done in Unreal 4) and they were full of aliasing problems and had bad lighting.

Game engines look good by having a whole bunch of post-processing effects (like tone-mapping and bloom) piled on top and most environments in games use prerendered/baked lighting.

When you take those effects and pre-rendered backgrounds away and use strictly realtime lighting, game engine graphics really come apart. I have used Unreal 4, and have done this.

The best looking game I've with realtime graphics is Quake II raytraced. But that is a very low poly game. Would not work with millions of polygons on screen like a modern game.

Anonymous No. 881837

>>881737
they straight up look better then movies, always thought it would be amazing if they would make a show with this consistent quality

Anonymous No. 881839

>>881737
i dont think you understand what realtime graphics actually mean

Anonymous No. 881858

>>881572
going by the font it's EVA 3.0+1.0

Anonymous No. 881895

>>870593
>Always have been.

https://www.youtube.com/watch?v=Ovk74wZSod4

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Anonymous No. 881912

>>881839
>i dont think you understand what realtime graphics actually mean

By realtime lighting I mean lights rendered by the GPU in realtime (as you see it) that you can freely modify and move (also in real time). Most game environments use baked lighting that's precalculated for several hours, then basically placed on the environment object as a texture map(s). It's a hack.

Anonymous No. 881916

Anyone know the name of that japanese renderer for Maya? It's been used in a few productions and I'm really curious about its benefits vs UE5.

Anonymous No. 881939

>>881916
For Cel shading? Pencil+

Anonymous No. 882114

>>881939
Found what I was looking for, seems to not be in very active development and has minimum 25 license orders with no trial.

https://maneki.tv

Haven't heard of Pencil+ but it looks interesting.

Anonymous No. 882116

>>882114
Our studio uses Maneki. They don't sell to individuals.

Anonymous No. 882118

>>882116
Yeah, But their information page says Individual licenses coming late 2019 to early 2020. Cant wait!

Is the biggest selling point the Nuke integration?

Anonymous No. 882138

>>882118
Don't know, we use the Maya plugin. Like every 3rd party renderer it exports passes.

Anonymous No. 882142

>>870583
This faggot thread again? They have been for a long time now.

Anonymous No. 882807

>>882142
Yeah, expect to have it for a year or two

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Anonymous No. 884796

I like how Unreal Engine 5 allows you to have these mega-huge contiguous scenes containing billions and billions of triangles that most DCCs would probably have a heart attack trying to deal with.

https://www.youtube.com/watch?v=ZxJ5DG8Ytog

Anonymous No. 884819

>>879024
Any tips from an oldtimer?
I just bought a new PC and tablet to take my practice to the next level of commitment.

Anonymous No. 884823

>>884796
the larger the environment, the worse the gameplay

Anonymous No. 885610

>>884823
Elden ring has a decent open world which seems huge yet still varied enough to feel real and not just as a big transition area between focused zones.

Anonymous No. 885854

>>881589
>what is a specular shader?
Git good scrub, Jesus Christ.

Literally just bake out the pbr in blender and make a subsurface scattering shader

Anonymous No. 885858

>>884819
Practice every day, work on stuff you like. Don't be afraid to break the program and experiment. Push your computer to it's limits so you know how far it can be pushed before it crashes.

Anonymous No. 886110

>>870583
Let's just pretend playstations don't exist I guess.

Anonymous No. 886171

>>884796
>Unreal Engine 5
Most of the stuff in that video was already in ue 4.
They don't showcase nanite in that video, only a new system to allow for working more efficiently in teams.
As for level streaming that has been a thing for quite a while.

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Anonymous No. 886222

>>870583
I love the idea because it kind of fuses production and post production together. No need to wait months after the production wraps, you can see the full scene the same day of the shoot. Imagine the actors' reactions as they see their performances on screen in a fully assembled scene complete with all of the effects right after they've just finished performing it.

https://www.youtube.com/watch?v=CmrXK4fNOEo

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Anonymous No. 888135

>>870583
Unity's definitely trying to make it happen.

https://www.youtube.com/watch?v=eXYUNrgqWUU

Pablo Escobar No. 888228

>>888135
I hate photoscanned assets so much, it's unreal (no phun intended)

Anonymous No. 888229

>>888228
In film, they have used scans for decades.

Pablo Escobar No. 888232

>>888229
I don't care. I haven't been to the cinemas in 20 years. TV also just rots your brain.

Anonymous No. 888234

>>888232
awww you sound like a complete loser. You get live sports on tv.

Pablo Escobar No. 888236

>>888234
Your brain is already damaged beyond repair. Get into productive branches of computer graphics, like CAD or ArchViz. I'll pray for you, niño.

Anonymous No. 888240

>>888236
how fat and out of touch must you be to not identify with any sport on televison. I pity any children you are around

Anonymous No. 888242

>>888240
>watching sports on tv makes you skinny
lol, murrilard detected

Anonymous No. 888243

>>888242
I weigh 165 lbs

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Anonymous No. 888245

>>888240

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Anonymous No. 888249

>>888240
You sound like a fat boomer watching sportsball at a sportsbar with other fat boomers. Are you into cuckporn btw?!

Anonymous No. 888281

>>881737
I think you have nostalgia goggles on. Most games look better than those cutscenes today.
>The best looking game I've with realtime graphics is Quake II raytraced.
Definitely nostalgia goggles.

Anonymous No. 888460

>>873181
https://youtu.be/EwmDXs_mOxY

Anonymous No. 890958

>>875491
Justice for Tuvix!

Anonymous No. 891386

>>873181
didnt think i'd laugh but then he spread a bread

Anonymous No. 891454

>>888240
did you add "on television" to be able to pretend that e-sport isn't sport?

Anonymous No. 891486

>>891454
e-sports ARE televised you little troll.

Anonymous No. 891487

>>878315
I havent used unreal for 'film' and I have a question

are you able to define a frame rate, and have unreal render out frames at a 'higher detail setting' like if it was real time it would be 1fps but instead it just takes a minute to render the 1 second? I think cryengine let you do this.

Anonymous No. 891488

>>881912
I wish they still did this, no, game devs are fucking lazy, if they can do it in real time and not need to do more work, they do it real time and don't do more work.

Anonymous No. 891491

>>870583
Must be really strange for Kate to basically resume her old job after the conclusion over 20 years ago and on top only doing the voice and not doing the physical acting.

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Anonymous No. 892728

>>888281
I really don't have nostalgia goggles. I've used the Unreal Engine 4, and was really trying to make it look as good as pre-rendered CGI from the 2000s, but it just wasn't.

Please feel free to refute any of my points. I'm curious to see what looks better than Xbox cutscenes.

Also try playing a game and turning off all post-processing effect. You might be shocked.