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๐Ÿงต Untitled Thread

Anonymous No. 895970

Is it possible today to produce a film like The Spirits Within inside Unreal Engine 5?

Anonymous No. 895995

>>895970
Yes. But it'd pretty much require a art team just as competent putting in a similar effort.

Anonymous No. 896006

>>895970
I think Spirits within looked like dogshit, so yes

Anonymous No. 896035

>>895970
You're aiming too high. Lower your ambitions and you'll actually accomplish your objective

Anonymous No. 896224

>>895970
Not only is it possible, I'd be surprised if someone wasn't already trying to do it as we speak.

Anonymous No. 896248

>>895970
Other than the hair, there should be nothing too difficult about that. Pretty sure with hair you're still stuck using hair cards or similar solutions in UE5.

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Anonymous No. 896322

>>896248
Unreal Engine has strand-based hair simulation. It's had it since around 4.24. You can create it in your DCC's hair creation tool (Maya XGen, Blender's particle system, etc.) and export it as an Alembic file into UE5. All MetaHuman characters use it at LODs 0 & 1.


https://docs.unrealengine.com/5.0/en-US/hair-rendering-and-simulation-in-unreal-engine/

https://www.youtube.com/watch?v=34-2hbDM3VE

https://www.youtube.com/watch?v=cKq18-LnqLI

Anonymous No. 896347

>>896322
Somehow I've missed that entirely. Seems like the performance isn't bad either. Nice.

Anonymous No. 896381

>>895970
yes but you still have to deal with all the complexities of character animation, framing, voice acting, etc

Anonymous No. 896420

>>896006
looks like dogshit now, not back when it came out

Anonymous No. 896892

>>896006
It was pretty good for its time.

Anonymous No. 896908

>>896892
I dunno, it was the pinnacle at the time and it was cool because of that but even back then it was something off-putting about it. A mixture of the uncanny valley and everybody walking with them 'I-just-shat-my-pants' perma bent knees because they hadn't solved IK-snapping.

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Anonymous No. 896920

>>896892
>It was pretty good for its time.

I think Toy Story 1 and Jurassic Park aged better. There's just something cartoonish looking about Spirits Within and it doesn't look hyper realistic like it should.

Maybe renderman itself is dated? Like with that movie Hollowman- it looks awful.

A random amateur 3DS Max Render for comparison:
https://www.youtube.com/watch?v=2-cZH4TtgJI

Anonymous No. 896952

>>896006
>>896420
>>896892
>>896920
This movie despite being a technical prowess (no mocap involved at all, everything was animated the regular way) was a financial black hole for Square. The management was beyond stupid because during production ,they decided to remake a lot of scenes because 3DCG was evolving really fast at the time. So the initial budget was colossal and despite managing to finish it, the movie flopped (maybe because the fans didn't like the fact that the story wasn't linked to any FF games at all but no FF games are linked to each other etiher so idk). This movie is the reason Square was bought by Enix and became Square Enix.

Anonymous No. 897077

>>896952
Thx

Anonymous No. 897116

>>895970
Produce? No.
Render? Definitely.

Anonymous No. 897597

>>895970
Why use unreal engine for short films instead of any 3d program with rendering capabilities?

Like is it worth learning and exporting/importing all the assets/animations/ etc??

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Anonymous No. 897616

>>897597
Not sure about Unreal Engine 5, but Unreal 4 was definitely not up to par compared to pre-rendered CG. There was actually a guy on the Unreal Forums from Matel that posted some barbie shorts made with UE4 and they weren't even as good (image quality-wise) compared to Barbie movies done in 2001-2.

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Anonymous No. 897842

>>896952
One of the main reasons why it flopped even though Final Fantasy games are not interconnected with eachother (for the most part) is because the movie missed so many elements from the video games that fans were expecting to see on the big screen, I.E. there were no magic spells, no summons, no chocobos, no Biggs and Wedge (a running gag in the series), etc, so in other words, The Spirits Within could have faired better if it was it's own thing completely separated from Final Fantasy, but alas, that was not the case.

Anonymous No. 897851

>>897842
Pretty sure that was squares own analysis too, hence: Advent Children. No idea how that one did, kinda surp they got to do another one if Spirits flopped that hard.

Anonymous No. 897885

>>897597
I guess the main benefit is that you don't need a big render farm to get speedy rendering results?

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Anonymous No. 897887

>>897597
I believe one of the main benefits is that you don't need a full-fledged render farm to output ultra-high res renders at fast speeds, right?

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Anonymous No. 897890

>>897597
I believe one of the main benefits is that you don't need a full-fledged render farm to render ultra-high res (e.g. 4K/8K) animations at fast speeds, right?

Anonymous No. 898178

>>895970
Aki <3

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Anonymous No. 898658

>>895970
Yes. Unity too.

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

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Anonymous No. 899258

>>897597
I remember watching this virtual production presentation back in 2016 for Hellblade where it showed the actress performing her character live, and her performance was being captured and rendered with all the effects in real-time in UE4 on-the-fly. I was really captivated by this new workflow where you can see the scene and everything as it happens and get instant feedback and make changes on-the-go. There's no need to wait, because everything is just right there.

https://youtu.be/JbQSpfWUs4I?t=273

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Anonymous No. 900326

>>895970
The Chinese are already more or less doing just that since UE4 with varying levels of success. Look up 3D Chinese Donghua, specifically the ones by Tencent Penguin Pictures.

https://youtu.be/GhDxe6soJCQ

Anonymous No. 902203

>>895970
I don't think the rendering engine the TSW team used had ray tracing support and they had to fake the GI, so it would probably be even easier since you have Lumen now and don't have to worry about that.

Anonymous No. 902221

>>895970
why would you though? Getting cached assets into Unreal isn't anywhere near as simple as scene assemblers like Clarisse, and adapting to the material system is likely to cost massive manhours and headaches. An in house farm or cloud solution is peanuts in comparison, and the image quality with any offline path tracer is lightyears ahead. I'm sure it's great for games though.

Anonymous No. 902225

>>898658
I used to watch the intro video to Battlefield 1942 (yes im old) and fantasized about when the game would look like the pre rendered intro and I never imagined it could look better

https://youtu.be/vggrV0MJxOY

Anonymous No. 903947

>>896920
>Toy Story 1
>aged better
I can agree with Jurassic Park, but Toy Story 1? That is stretching it QUITE a bit.
https://www.youtube.com/watch?v=kjKuMCJqdW4

Anonymous No. 904094

>>896952
Only the space zero-g scenes were hand animated the rest is mo-cap.

They didn't use actors for the mo-cap which is why everyone who isn't aki just stands around doing nothing in the back of shot.

Anonymous No. 904515

>>895970
This movie got BTFO by Shrek, I remember that year.

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Anonymous No. 904518

>>904515
weeblets fear the big green ogre

Anonymous No. 904542

>>903947
Toy Story 1 looks awesome. It's not supposed to be completely photoreal, but it looks surreal.

The bump maps were pretty bad, though. I saw it again in 3D (with 3D glasses) in theaters and made them look even worse.

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Anonymous No. 904727

>>904515
> it was 21 years ago