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🧵 Untitled Thread

Anonymous No. 873191

Just received my PS5. Unironically the Matrix Awakens in real time looks better than my offline renders with cycles and certainly better than eevee. How do I compete?

Anonymous No. 873224

>>873191
>How do I compete?

You become skilled at the things that only benefit from advancements in technology instead of being a knob operator. Designing shapes that doesn't exist in the real world to be scanned in the first place or working on other stuff that require artistry that can't be solved by algorithms.

>Remember that time Fume FX came out and wiped out an entire field of particle effect specialists?
>Focus on core art, not on operating some program that will be made irrelevant in a few years.

Anonymous No. 873225

It's just all scanned shit. In a few years you wont be able to. I would go stylized now.

Anonymous No. 873228

>>873224
>You become skilled at the things that only benefit from advancements in technology instead of being a knob operator.

Lol, 'knob operator' is the only job that's going to exist by the end of this decade.

By 2030, photorealistic 3D like this will be a case of opening Unreal Engine 6 or 7, loading the marketplace assets for the city you want to render, and playing with parameters for everything from how dirty the average car is are to how fat, brown and gender-nonconforming the average pedestrian is.

Anonymous No. 873229

the low res pill it is the only rebellion to the inevitable ultra res future, , embrace The rot in the palaces as we dance to folk singer crap

Anonymous No. 873231

>>873228
>Lol, 'knob operator' is the only job that's going to exist by the end of this decade.
are you talking about the 3dcg industry or all industries?

Anonymous No. 873233

>>873191
car paint looks awful tho

Anonymous No. 873273

>>873191
Yeah, it looks great.

>How do I compete?
Compete how exactly? This is made by many people with different skillsets, it's a team effort. Pick one (main) area of experties and get good at it, then make your own projects as a generalist in your free time.

>>873225
Scanned tileables, sure. Individuals props? Handcrafted.

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Anonymous No. 873275

>>873225
>>873273
it's handcrafted

Anonymous No. 873277

>>873231
Wait long enough and it will indeed be pretty much all jobs that aren't centered around being a human for someone to talk to about something or other.

Anonymous No. 873278

>>873277
Do you believe in futurism?

Anonymous No. 873280

>>873191
>How do I compete?

Make the assets in Blender and render in Unreal Engine 5.

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Anonymous No. 873287

>>873191
Apparently Epic Games is going to release all of the assets from the demo (except for the models of Keanu Reeves and Carrie Anne-Moss) for free when Unreal Engine 5 releases this year.

Imagine the movies you could make with these assets.

Anonymous No. 873290

>>873287
Someone could actually make a good new Matrix movie. Imagine that.

Anonymous No. 873298

>>873287
Can't wait for the mountains of GTA clone shovelware in steam.

Anonymous No. 873323

>>873287
Can't wait to analyze everything in the scene. I'll probably need to clean up my HDD though, the project will probably be YUUUUUUGE.

Anonymous No. 873331

CGI Photorealism was achieved almost 30 years ago. No "Physical render engines" No SSS. It's not about the tech it's about your artistic skills. Simply try to make your renders look photographic.
It's actually quite easy but for some reason all the 3D software points people in wrong directions all the time with their default settings. They're probably scared of coomers or something.

Anonymous No. 873336

>>873331
Tech is still a big part of it. The difference between photorealism today and the one from 30 years ago is huge. You can't be saying they just didn't possess enough artistic skills back then, right?

Anonymous No. 873340

>>873336
>You can't be saying they just didn't possess enough artistic skills back then, right?
No they did. The first Jurassic Parks CGI looked more "Photorealistic" than most of the newer ones. Even the daylight scenes did. Same for Terminator 2. Most people today have more hardware power in their work laptops than what those guys did back then, but still fail to create convincing CGI.

Anonymous No. 873343

>>873340
Hm... What about the first and the last Toy Story?

Anonymous No. 873345

>>873340
>The first Jurassic Parks CGI looked more "Photorealistic" than most of the newer ones.
actual sculpted puppets were used, retard

Anonymous No. 873348

>>873340
In the past it was a combination of real hand made models and CG

Anonymous No. 873352

>>873343
>>873345
>>873348
No idea what you are on about. I'm talking about the actual CGI not the puppets. Look it up FFS

Anonymous No. 873377

Yay, the brown and the pisstints of 2007 are back!

Anonymous No. 873380

>>873377
based, art direction > realism/appeal is cringe

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Anonymous No. 873381

>>873380
>absolute meme color grading is art

Anonymous No. 873408

>>873352
Objectively almost everything looks much more realistic today than it did 30 years ago, how is this even an argument?

Anonymous No. 873409

>>873408
Yes, but not most of it. I find it hilarious how "Realism" is such a difficult thing to achieve for most people now 30 years later. Hardware is no longer the bottleneck. Just look at the OP.
Every current 3D software requires people to be knowledgeable in photography, lighting and color grading. Would it be that hard to create a standard for these things? Everything in Blender looks stylized by default.

Anonymous No. 873411

It looks great until it starts breaking down. It's pretty easy to get some light leaking which completely breaks the scene. But it's still impressive to see what lumen is capable of even at low resolutions. Not to mention nanite which is pretty much flawless at this point.

Anonymous No. 873619

>>873411
a lot of things look "flat"

Anonymous No. 874788

>>873191
Looks the same as Eevee to me, even the shitty looking glass. What makes it look good is high quality HDR and scanned textures.

Anonymous No. 874792

>>874788
eevee doesnt even have raytracing. Are you blind?

Anonymous No. 874798

>>874792
What's raytraced about that glass you dumb motherfucker?

Anonymous No. 874809

Looks like there are no shadows under cars in the distance. Makes them feel like they are hovering above the ground. Not sure why they did that.

Anonymous No. 874844

>>873280
what? Thats not possible.

Anonymous No. 874845

>>874809
probably didnt notice when they made the thing. You can work on something for the rest of time trying to get every little detail right and anons will always pick something to complain about.

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Anonymous No. 874857

>>874844
There are multiple ways to send a Blender-made asset to UE.

You can export to FBX, glTF or ABC and import those into Blender, or you can also use Epic Games' own add-on for Blender that can directly send assets to your UE project.

https://www.youtube.com/watch?v=apa9EXI2KZA

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Anonymous No. 874858

>>874844
There are multiple ways to send a Blender-made asset to UE5.

You can export to FBX, glTF or Alembic and import those into UE5, or you can also use Epic Games' own add-on for Blender that can directly send assets to your UE5 project.

https://www.youtube.com/watch?v=apa9EXI2KZA

This shows the add-on working with UE4, but it works pretty much the same way in UE5.

Anonymous No. 874872

>>874845
Agree on that one. I’m just not sure if they really missed it or is that some limitation of (current) ue5. I already worked with it, but don’t remember seeing this issue. I haven’t made such a large scene though. I just hope it isn’t the limitation.

Anonymous No. 874874

>>874872
It looks like its to do with the size and distance of the object. You can adjust it with some parameters in this thread https://forums.unrealengine.com/t/shadows-disappear-with-increased-camera-distance/4690
I imagine performance gets impacted but I bet with some custom simplified shadow meshes, it wouldnt be a big deal. I definitely think its a time thing. A lot of things in this demo seemed rushed. I think this was meant to show people what you can do with UE5 more than its supposed to be some master piece.

Anonymous No. 876822

>>873352
post example (aka never respond again)

Anonymous No. 876828

>>873280
This

Anonymous No. 876830

>>873191
Did it? I played the open world segment, but at night time and it looked really dissapointing. After 5 minutes i quit since i got bored. Then i asked my friends and they said they played it at day time, so thats the power of global illumination i guess.

Anonymous No. 876831

>>873380
Tinting is not art direction 99% of the time, its hiding obvious flaws with excessive vaseline on the lense, but its either piss, poo, ocean blue or algae caked on. Its the lens flare of the cinema, the "i was cheap to make" stamp.

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Anonymous No. 877380

>>873287
>no Carrie Anne-Moss model
:C

Anonymous No. 877382

>>877380
can't it be ripped from the ps5 demo?

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Anonymous No. 877385

>>877382
Whoever hacks their PS5 can certainly do it. The game is also on the Xboxes, but those are rock-hard boxes, they're not going to let a single anon run their own code with high enough privilege to copy game files plaintext. Best hope is to exploit The Matrix demo over the network and ROP your way to send those files over the network. good luck finding useful code gadgets when you can't even look at the code LOL
PS5 has already been hacked by failoverfl0w I think, they just keep their methods private (for now)

I was going to say "good luck even seeing any network activity from The Matrix demo", but I forgot that baseddevs love to make their software send bug reports and other telemetry shit. Still, these consoles have been giving a hard time for game preservation. It's a miracle that Sony managed to give themselves a security posture that is 9000x worse than PS3, otherwise the PS4 wouldn't be hacked as many times as it was.

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Anonymous No. 877386

>>877385
>baseddevs
no 4chin, I meant
s
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y
devs