In-Camera VFX with UE4 | SIGGRAPH 2019 | Unreal Engine
Advances in both LED panel technology and Unreal Engine have enabled in-camera VFX to become a reality-actors can be placed into scenes live instead of composited in post, and photographic elements can take advantage of environment lighting and reflections. Epic Product Manager Ryan Mayeda breaks down this new approach to filmmaking.
Learn more at www.unrealengine.com/siggraph2019
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Thank you, Epic Games, for Unreal Engine, I'm enjoying messing around with it. It makes me appreciate developers much more
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this is pretty dang cool.
How are you doing the camera frustum calculation for the real-time camera tracking and perspective? Could you share a blueprint?
Hey folks, what would you think about having a ‘WeWork’ of the virtual production ?
Where's part II? The tech inside the video walls.
Amazing 🔥
That's cooooooooool, but i do not have a $25,000.00 per day budget. Let's take a look ,back down on earth, at a tracking system that I can afford such as the HTC vive tracker. Some how I was able to set the tracker as a spectator camera. I was able to get tracker data to turn, but not move forward and back or up and down. Hmmmmm. Later own I would like to figure out a rig for focus and zoom to be added to camera focus data. Help please.
Does anyone know what LED panels and supports they are using to build the Panel Walls ?
I managed to play with the post process of each viewport (including the camera frustum) on its own.
Will you be selling this tech to outside studios, if so I'd be very interested in bringing this to my area.
Using nDisplay on more than one screen; How can I make a color correction in only one viewport (screen)?
How to make it work with the 3D cameras? Because you need to render two different perspective for both eyes.
I wonder what resolution the wall is running
Will UnrealEngine release iPad app to control settings for LED or its proprietary of some other company?
Do we need to use a same hardware spec on the primary, and the render machine?
Hey all, how are you dealing with the moire issue?
Wondering how to manage.. highspeed shots. 33 fps. 60 fps and 100 fps. Can all be adjuated from a single control?
I understand to sync the render nodes, but why do the primary editor need the master clock?
Wondering what the cost would be to set something like this up in a warehouse. 2 million maybe?