Recreating the Dreamy Digicam Look in Unreal
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❈-------------------------------------❈ Chapters ❈----------------------------------------❈
0:00 Digicams!
0:57 CCD v CMOS
2:37 Color Grading
3:33 Chromatic Abberration/Noise
4:25 FOV
6:11 Zoom/DoF
7:25 Bloom
8:57 Lowlight
9:33 moonlight isn't blue
11:05 Flash
12:07 Final Touches
❈-------------------------------------❈ links ❈----------------------------------------❈
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Thanks for watching! More Unreal experiments coming in the future! Here are the songs I used in this vid (They're all by me!): 0:00 Slowblink (instrumental) 0:56 Fishing Minigame 2:21 Firefray (ambient) 3:33 Hello World 6:10 Geodesic 8:20 Shell Collapse 9:32 Blue Moon (midi mix) 11:05 Firefray (ambient) (again) 12:08 Slowblink (instrumental) (again)
@EmptyHeadEthan
4 күн бұрын
I really love this version of Slowblink! I couldn't find this version anywhere, could you upload it on here or send a link of it? please????
The reason the 35mm focal length does not match what you had in mind is because of a crop factor. Most of the time focal lengths are recalculated to be full frame equiv. (the size of 35mm film). A full frame sensor is 36mm by 24mm. The Fujifilm camera you use to film yourself has an APS-C sized sensor. That sensor is 23.5mm by 15.6mm. Around 1.5 times smaller than full frame. If you want the same field of view on the Fujifilm as a full frame camera, you would need to divide the desired focal length by 1.5 times. A 50mm lens on full frame is the same field of view as a 33.333...mm lens on the Fujifilm. These digicams have much smaller sensors. Your preset uses the measurements 6.17mm by 4.55mm. That is a crop factor of about 5.83. (36 / 6.17) Your desired focal length in UE is 35mm. 35 / 5.83 ≈ 6mm. This seems to match what you ended up with! en.wikipedia.org/wiki/Crop_factor
@Le_Max_And_Cheese
13 күн бұрын
Dang, beat me to it. Good explanation 👍🏻
@hoodiekid8439
11 күн бұрын
Dang, beat me to it. Good explanaiton
@scorebatgaming
11 күн бұрын
Dang, beat me to it. Good explanation
@falsely
11 күн бұрын
Dang, beat me to it. Good explanation
@HamstrrX2
11 күн бұрын
Dang, I didn’t know that. Good explanation
procrastinating my unreal project by watching your unreal project
@quntface1518
13 күн бұрын
I feel so seen... 🥲
@AwHeckWarVR
13 күн бұрын
Together we are strong
@STRELOK290799
11 күн бұрын
real
@Tariqali-bj5hm
11 күн бұрын
Procrastinating mine by reading your comment
@alexhoverby
11 күн бұрын
@@quntface1518 same
i think the main thing that makes it still look kinda CG to me is that the movement is so smooth, its missing the jitter and bobbing of those old handheld videos, i feel like the shake of those light camera bodies also add to the etherealness of that digicam vibe
@jlco
13 күн бұрын
The camera having a little inertia would probably also help, instead of snapping between speeds.
@kadirzhanl
11 күн бұрын
I think it would benefint if it was capped at 30 fps and emulated how shutter speed and motion blur change with different lightning conditions. Or maybe if it was set for 180 degree shutter angle for cinema blur or whatever.
@ly_is_music
10 күн бұрын
Yess THIS To me a lot of the digicam look comes from it all being handheld! There's a sporaticness to it that is very special, due to the cameras being super light weight! Perhaps there's a way in unreal to make a dynamic camerashake that mimicks this sporatic motion. So when you move the camera around it's more shaky, and when you're in a standstill there's still shake, but it's more calm
@draco6349
10 күн бұрын
holy fucking bingle what's this cat doing in a comments section
@disuko
10 күн бұрын
holy bingle i did not expect to see you here but it makes perfect sense
CG artist here. There are a few things you could probably do to add to the effect. 1: Add interlacing. 2: Add a blur+sharpen pass. This is something we regularly have to do in VFX. CG is too sharp by default, so we add a very subtle blur until we can't see pixelation (to simulate imperfect lenses), then add sharpening on top of it to simulate camera sharpening. 3: l would, if possible, set up the downscaling like this: First render the picture natively at 1080p. This ensures you're working with a high res "truth" (just like the real world is perfectly sharp) on top of that, you downscale the image to your lower resolution (this simulates the camera capturing the world), and finally upscale back up to 1080p for viewing. This will ensure all your effects, shadows and aliasing looks correct. 4: Banding/posterization/image compression. Digicams are SIGNIFICANTLY affected by filesize limitations. You're halfway there with the dynamic range, but if you were able to somehow simulate jpg compression and banding in real-time, that would likely take you all the way.
@kiefac
9 күн бұрын
realtime jpeg is def doable, it was used in "disparity of the dead" (from dread x collection 3).
@alxleiva
8 күн бұрын
These are great tips! I previously did my own version of this and I added some of them except interlacing. Blur gives it a lot of realism tbh. For the posterization you just have to take your SceneTexture and multiply it by a parameter constant, then connect it to a "Ceil" and "Divide" this by the constant. Hmmm hard to explain I could share my file if you have a discord
@MustacheMerlin
7 күн бұрын
He totally already did the jpeg compression/banding effect in another video this guy's way ahead of you
@1e1001
6 күн бұрын
from the showcase (12:32 in particular) it definitely looks like there's already interlacing
@addol95
2 күн бұрын
@@MustacheMerlinthis is their first video I'm watching.
one of the big aspects of the old "digicam" video look to me is that the old video was usually encoded as mjpeg (or DV), which introduces blocky artifacting and major chroma subsampling to the image. after being upscaled to modern resolutions, these artifacts are more clear than ever, and gives the edges of objects and such a certain softer quality to them. i'd highly recommend somehow replicating that look here too
@MaxLebled
12 күн бұрын
There was also sometimes a subtle dot dithering pattern for some reason that escapes me right now, but it's very prevalent in very early digital cameras.
@xdstomperxd
10 күн бұрын
@@MaxLebled dot crawling?
@MaxLebled
10 күн бұрын
@@xdstomperxd no, not exactly what i'm thinking about, because it's static
@VenetinOfficial
9 күн бұрын
weird to see you here, hi kenko
ngl id love a short game like this i have no nostalgia for the 2000s but seeing a game use actual camera limitations instead of defaulting to "realistic" everything-in-perfect-focus-always-mode is just nice
@Numbabu
13 күн бұрын
This is actually realistic, and having what looks almost like real footage used to show a fantastic otherworld, or even a world almost like ours, but distinct in interesting ways, would be absolutely amazing. I am thinking of something like Flotsam or Sector 7 by David Weisner, his stuff gives me a feeling not much else does. I also love the James Gurney mention :)
@seigeengine
11 күн бұрын
I don't know if it's nostalgia, but I do find that these aesthetics often feel warmer, or more friendly, or more approachable, because they represented what ordinary people could produce using ordinary means. Modern professional video to me looks about like what modern consumer video does, which also looks like about what professional video from the mid-to-late-2000s looked. You can see this in a lot of older KZread videos too. Even though I never really made many videos of my own, there was a certain "this is a person doing it on their own" visual vibe from it that today just doesn't exist for me. Someone can use their smartphone and produce video that looks basically alike to professionally made video content.
@JesseLeeHumphry
4 күн бұрын
I'm here because I'm working on a game with these kinds of aesthetics! I'm hoping it'll be about 2+ hours in length so agreed that it should be short.
It is staggering to have lived through the 00s and to have thought that that decade would be the one that nostalgia would skip, yet to see things like this get romantisized.
@SaltSpirits
7 күн бұрын
Everything will be nostalgic, just give it 20 years.
@BaghaShams
7 күн бұрын
I never, ever would have guessed that our crappy cameras from that era (and I had a LOT of digicams) would ever resurface in the future when digital photography got so much better.
LOVE the triple arm at 1:15
@SpringySpring04
13 күн бұрын
I didn't even notice the first time 😂
@AshT8524
11 күн бұрын
saw that and came to comment section XD XD
blue moon playing during the explanation of why moonlight isnt blue is genius
those shots of the tree from below were actually messing with my brain. it feels like the closest example to "photorealism" i've seen.
@julianbarbiero4543
10 күн бұрын
UE5 really pushes the limits of photorealism : kzread.info/dash/bejne/c4ecqc-QqanHnbw.html
No idea what kind of game you had in mind when making this - probably a chill one - but I had an interesting idea for simulating damage to the player in a game with a camara setting like this. Digital cameras had absolutely wild outputs when damaged! My oldest one eventually put weird rainbow textures on every part of the picture that was dark, the cam of a friend had massive sideways orange bloom-stripes, one of an aunt completely flipped the colors to greenish-blue and yellow and had very big sharp pixels crystalizing around darkness. And there are so much more. After all a lot of these cameras were produced pretty cheap and were roughhoused a lot more than a "proper" camera. Simulating the player taking damge as an internal camera damage would probably look cool. But that's just where my mind went remembering my old digi cam. Fantastic video jam!
@arcanep
11 күн бұрын
lol that sounds like a amazing idea im developing a horror game for like 4 months now with this digicam / bodycam footage effect and I might try to recreate something like this when you get scared in the game would that be okay? I could drop you in the credits too if I ever finish this project currently busy with work and uni XDD
I think it's kinda funny how trees look more convincing with this style than the concrete buildings... would have expected that man-made structures are much easier to emulate realistically in a game engine
@jc_art_
14 күн бұрын
For me its the opposite, aside from the dark flash photography scenes the shots of the building against the sky look way more real than the shots of the daytime tree. This is most likely due to the trees texturing/shading/geometry, as well as the fps of the camera and the way the camera moves like a videogame camera. If they intend to use this camera more i expect we'll probably see resolutions to these things later on. Also the dust being visible even without the flash actively flashing looks a bit odd, but idk
Being born in the '93(millennial), it just amazes me to witness the evolution of how we perceive things like the Digicam. From it being good(at the time), to people not liking it because of the rise of DSLR cameras(everyone had them), to liking and appreciating its quality again after some years. I know these things happen, like the vintage stuff(and maybe similar to film cameras too?) or whatever. But it just hits different when you actually experience it in your lifetime, I guess? Is this what it means to feel when you're getting old.. I think this is the first time I ran in on your channel, I love what you did in this video! Definitely checking out Kitten Burst! Subscribed!
@handshandshands
12 күн бұрын
also, I would love to see this digicam simulation on your future game!
If you take a photo of a bright point source, then you can just use that image directly as the bloom image, to perfectly capture the real bloom pattern of that camera! Fun fact: The primary source of bloom in most images is actually light diffracting through the aperture, which is why it still happens in CMOS sensors and in our eyes. I recommend AngeTheGreat's video on the topic, where he convincingly simulates the bloom from a DSLR, a smudged phone lens, and a human eye, all from code.
@soejrd24978
8 күн бұрын
Thats such a gem of a video.
@happysmash27
Күн бұрын
How can one stop the non-light part of the light source from also appearing in the image? Maybe some sort of black sheet?
As a photographer, I love this type of content and your methodical approach! I ended up learning some new things about older sensors which was pretty cool. Some additional ideas if anyone want to further emulate the old point-and shoot look: - Interlacing: a lot of camcorders (and cameras with a video mode) would actually shoot in 640x480, but at 59.94 interlaced fields per second, instead of 29.97 progressive frames per second. I'm not sure if UE5 has a way you can actually render in 60i though, but it could be a way to reduce motion sickness while still having the old camera look. Also, a lot of video from old cameras online went through some sort of deinterlacing algorithm, which ends up producing its own visual artifacts. - Digital noise: I'm not exactly sure how UE5's film grain filter works, but one thing you might want to try is changing its intensity based on the camera's exposure (i.e. more grain/noise in darker scenes)
The only thing you need to add to make it look almost identical to reality is a good realistic camera shake, as if someone is holding the camera instead of it just floating around
@BaghaShams
7 күн бұрын
Yes, plus a very low screen refresh, because even though the camera could capture 29.9 fps, the screen didn't refresh that fast iirc, which probably adds to the choppiness
Seeing the pillars get all crunchy around the edges as you strafe scratches my nostalgic brain in the absolute best way
I feel like some of the appeal from the digicam look comes from the fact that all of our memories have been captured in them, and they are the medium for our nostalgia.
It's important to note that this explanation of how bloom happens is a misconception. It's true that individual sensors in a CCD leak voltage across its own row, creating vertical streaks, but that's only a technical flaw of CCD sensors that accounts only for that one effect. The reason most bloom really happens is because light behaves like a wave, and as such, experiences diffraction when passing through a slit like a camera's aperture or an eye's pupil. There's a video titled "What is bloom? (And how is it simulated?)" by AngeTheGreat that fully explains this and also elaborates on how to accurately simulate bloom via signal convolution via fourier transforms, may be a handy watch lol
@cf6755
7 күн бұрын
they can both be approximated with a Convolution so you can you use the convolution of the first and second effect to get the same result.
man the slowblink instrumental got me feeling something
Love the usage of Kitten Burst music throughout the video. ❤
Funfact : CCD is still very widely used by amateur astronomers to take pictures of a huge variety of stellar objects
ok but the back to back amongus and painstakingly detailed astronaut graffiti at the beginning is peak art
It's fun to imagine that eventually, nostalgia for polaroids will die down and we're entering into an era of pining over their successors. Loved this video!
I know you don't want it to look like horror but this aesthetic is EXACTLY what a theoretical Slenderverse-adjacent game would need, even though this kind of stuff is pretty tired by now, but still, for some reason this captures the Marble Hornets feel a LOT better than VHS does. I would even go as far as to say that the digicam look makes things feel more realistic, like I was right there in 2008 or something. Maybe I'm just too young to relate to VHS anymore - even my first phone already had a digital camera. I got a feeling that this look will become much more popular 3 to 5 years for now - I hope it all leads back to this video. You really got an eye for this type of stuff.
this is beautiful, so many games nowadays look the same, almost no artstyle applied, this looks so incredibly unique
11:18 I see that oneohtrix reference, and I appreciate it
this is one of the coolest game dev vids ive seen, and reading all the camera nerd comments is making me melt it's so cool 🥺❤️
The reason why the focal length is about 6mm is because focal length is relative to a full frame sensor. So a 23mm on your Fuji is equivalent to a 36mm on a FF, as it has a 1.5 times crop factor. With how small the sensor is with the Digicam the focal length has to be a lot smaller to be equivalent with FF as it is probably around a 5.6 times crop. Also a really interesting video, I enjoyed the deep dive into what makes CCDs unique
@AngryApple
11 күн бұрын
yeah weird that he somehow know the sensor size but not the actual focal length of the build in lens :D A lot of these cams had the actual focal lenght instead of the FF equivalent written on it, weird
You said it still looked noticeable like CGI but I have to say it look good enough to me. The most noticeable thing that made it look like Unreal and not a real digital camera footage to me was actually the characters acceleration and deceleration when you walked forwards or backwards.
I’m really happy the algorithm brought me back to you. I remember watching mangrove motion and few other of your music video shorts years ago and haven’t tuned back in until I was recommended this video this morning. Glad you’re still at it and making such unique content :)
A big reason old digicams hold up surprisingly well, is because of the CCD sensor. It's the same one that was used for digital film photography, and it has much nicer qualities than modern day CMOS sensors. However, they're weak as shit, and overheat. CMOS is so much better optimised, that it's what allows photo cameras to capture video. Phone photos suffer from digital post-processed fake HDR, AI upscaling, and sharpening. It looks like shit. You can turn it off in pro mode, if there is one for your phone. It shows how bad the camera really is, especially its dynamic range, but I vastly prefer a grainy image to oversharpened impressionism photoshop filter smudges. Great video, btw. All the simulation you did would work amazingly well as game mechanics for a y2k horror game. The zoom, combined with the slowish focus change, the shitty flashlight and the overly noisy low end. Just for player comfort, tone the bloom and dust back a little, and you're basically set.
@3lH4ck3rC0mf0r7
14 күн бұрын
For photography, sensor size matters a lot, too. And even compared to digicams, phones have pretty small sensors, and on most smartphones you can't swap the lenses around or perform optical zoom of any kind. Though the sins of smartphone post-processing are much bigger.
that flash of the tree in the dark is so close, and the scene before with the pillars too!!! Could have told me it was real in 2007 and I'd have believed you, believe me.
love your video editing style. was captivated the whole time. perfect blend of technical and stylistic, with a splash of philosophical
@BaghaShams
7 күн бұрын
Plus the good music
A two-stage zoom would be very cool, one stage of zoom should actually decrease the FOV like optical zoom does, then the second stage would do cropping. The effect these have on the image is different. Maybe a little HUD to indicate what type of zoom you're doing like the digicams have.
Funny how its harder to fake shitty cameras than good cameras
i didn't know about the custom convolution in unreal, it makes such a big difference to the look!
this is truly inspiring as a game developer. theres so many ideas going through my head of games that would work perfectly with this camera effect
The last thing your digicam needs to feel like a real one is the shakiness that occurs when moving around, or even trying to hold the camera still because our dumb human hands don't know how to do that. Just floating around the world with perfect stillness is the biggest reason the effect still fills like cgi. Well, that and the fact that you're dealing with video game assets, rather than laser-scanned objects or similarly high poly count objects.
Your scaling effect would be rendered more correctly if implemented as a full size render, downscaled to 640x480, then back up. Unreal uses a lot of multi-frame sampling techniques for difficult-to-render effects. When you use such a low resolution, these systems take way too few samples for a clean look each frame, resulting in artifacting during camera movement. 12:33 Watch the lighting on the walls as you move past the column, watch the flickery reflections of the columns on the floor, and watch the edges of the leaves in the tree before you zoom in. 13:04 And the shadows and lighting of the flash. If performance is an issue, rendering at 1280x960 or 1920x1440 might be enough.
i wish there was a phone app to replicate these effects accurately
This is what I need more of. So many vidoes are so over the top with fast paced editing and screaming every other second, but this was super enjoyable! I loved the pacing and way this video was editied. It was calming. I also learnt something. Which is not something I can say for 90% of the stuff I watch.😅 I'm making a game myself, and some of the things shown seem like it's worth looking into. Anyway, I love your videos, keep making them. Can't wait to see what you make next!
i really enjoyed how you broke down what you did in this video, i love your focus on feeling and emulation, youre a good artist! :]
wow i click on the video just to see the final result in the unreal engine, but while i was skiping to the parts, i got amused by your knoledge in color lol. and the fact that the editing is so damn good.
Love how you didn't overdo the chromatic aberration
amusingly, i saw the inset about the moon on tumblr first last night, which made me go "oh i should see if he's got more videos out" and here we are. (i also didn't know you had a tumblr till then lol) i dig the way it cuts as an aside/vignette (with like, literal vignette boxing, ha)
You absolutely nailed the look and feel these old digital cameras used to give. I didn't think I would be nostalgic for this kind of thing but I was totally captivated and loved what you were able to achieve. Absolutely stellar work also krog street tunnel sighted
you’ve inspired me to dig up the little silver fujifilm camera that has sat neglected somewhere in my parents’ house for 12 years.
i love shit like this so much. the bit where you check the fov using ur guitar is so genius
Slowblink is a BANGER i love it sm
Remember that behind the low fidelity of the digicam the world that it's capturing is real and full fidelity. The scene you are rendering needs to be photoreal fidelity to look correctly low fidelity after your camera effects.
Great video. Actually to obtain the camera's intrinsic parameter (fov, focal shift, lens distortion, etc.), you can follow a well known method in Computer Vision called Zhang's Method for camera calibration. Basically, you just take a flat board with black and white squares of known sizes and take a picture with it. You can determine the camera's parameter by mapping the sizes captured by the camera to the known sizes of the squares.
I love that I'm old enough to see fad technologies I grew up with become cool novelties for the next generation :)
This was super cool. For some reason the digicam look evokes that "anemoia" feeling for me, and you recreated it beautifully with your simulation.
The final result is so good! It feels so real. I would love to play a game with those graphics.
CCD digicams are absolutely goated bro. picked up a Canon S90 this year for $170CAD (first proper camera ever) and the photos are unreal.
Unsure if this is usually an effect of digicams, but it might be neat to see interlacing as part of this effect as well- nice video!
Incredible results! your variety of interests often overlap with my own and I've enjoyed keeping up with your videos for a few years now. looking forward to future endeavors!
best youtuber ever he explains everything
i LOVE this effect, it looks so good!!
This project is amazing! I love how you recreated the look of crunchy 2000s digicams. They definitely invoke the nostalgia I had, growing up, and taking pictures with a digicam.
I never seen moon as blue in real life, I can see it as orange just like the camera does, now this video made me question things.
1:34 ngl the iphone camera looks like some kind of instagram filter and the digicam looks like what you'd actually see with your eyes. The green of the tree and the way your eyes kind of adjust to bright light while you're in shadow. It's like idk real.
Really great work, awesome results. Kane and Lynch 2 did this in the Glacier Engine really well. This has a really fresh aesthetic in games
A little detail is that when adjusting focus, a digicam is physically moving a lens and you get that tiny "bump" in zoom at the same time, you can notice it on the borders of the frame and objects, plus being a real-world motion it has a tiny bit of an acceleration-deceleration curve, whereas the change of focus on CG is a bit too "linear". This might be a tiny and insignificant detail but could also be worth a try.
Really cool, definitely makes me feel something, not that I could say what. I'm unsure about making the flash actually flash though, since you wouldn't normally see the non-flashed image when looking at an album of digicam photos. I think a constant bright point light near the camera would work better (definitely a point light, the sharp falloff in brightness at a distance is a huge part of how a flash at night looks). Also of course people need redeye when the flash is on (oh no it's a horror game again).
I'd love a chill short game about digicam photography implementing this that isn't just a quick and dirty itchio trash horror game. Maybe something about citizen journalism or just a character that is an aspiring photographer in the mid 2000s who doesn't have the money for one of those fancy Canon Rebel cameras that were so popular at that time.
Wow! I really like what you're doing. It seems like most people take Unreal and go "make it like REEL LIFE" instead of having a stylized vision like this.
watching this as if i know what you're saying (idk anything about UE or cameras but you made a really interesting video, good shit, keep it up, love your editing style)
Awesome video, you could also consider using MSAA or rendering at a higher resolution then downscaling (with a simple integer downscale/average?) before running the rest of your filters to more accurately simulate a digital sensor. Low resolution sensors don't suffer from aliasing the same way a low resolution singly sampled rendered image will as each sensor pixel will sample over an area rather than a point. Ironically, higher resolution image sensors suffer more from aliasing as each sensor element shrinks. It would also be interesting to investigate whether you can observe any artifacts from the camera's bayer filter as the inverse of your video on monitor subpixels ;)
At 13:05 for a moment I forgot I was watching a video. I was there. In that world.
This was really cool! Very well done!
This looks seriously awesome! That glitchy blooming effect seriously sells it for me.
The one thing you missed is the noise that the cameras make when they are in the dark. That noise is really important to create that feel. I would love to see it.
came for the amazing video, stayed for the r plus 7 room
The new Pokemon Snap is coming along nicely
You have a very good understanding of color correction. Nice job.
You know what to do next, put together some nostalgic 2000's scenes
Damn you came really close with this! Congrats, nice work :)
Incredible work! For the video part of the camera, it really lacks the motion blur in my opinion. They use to have huge exposure time especially in low light settings and it was part of the esthetic I think.
@etienne3838
7 күн бұрын
(there was also the optical stabilization that some of them had and it made every movement look very particular as the stabilizer hit the limit of the very little range it had)
i like your videos a lot. they make me happy.
This project does actually get pretty close to a ccd sensor look, its missing some important crust and grime to the feel but overall it works quite well
I love these videos you make! They are art pieces themselves! Also I love hearing the Kitten Burst OST in the background
Very cool. The purple bloom instantly reminded me of Kane & Lynch 2: Dog Days
Dude you recreated that look so well!!
I really love the video, you're too underrated 😢 Just learned why phasmaphobia had ghost orbs thanks to you!
Really good job tbh. I see comments talking about how different objects in the scene sell better than others with this effect but I think they're focusing too hard on the objects rather than the effect. The effect itself is really good and the mentioned inconsistencies are pretty much purely an asset issue. I remember using these kinds of cameras and this is pretty convincing. If you wanted to take it further I would really clamp down on the night time values. Those kinds of cameras really couldnt pick up any sky light or coloring at night or in dark rooms, and the digital noise levels would also increase drastically in dark areas.
thank you for making this, something i really want to make is something inspired by kane and lynch 2 and this is perfect for it
wow...beautiful !! nice work !
Loved the Blue Moon reference lol
can't wait for the "trying to recreate the dreamy iphone 13 camera feel in unreal 14" in two decade.
wow this looks SO GOOD! I really hope you're planning on using this in a game
Every video i watch of yours become much better than the last. Keep it up :D
Such a cool idea, and love that you used real world references to make the post processing juuuuuust right! The little extra attention to detail really sells the look for me
This video was really good, I learned quite a lot from it.
This is extremely sick man! If you haven't take a look at gameplay from Kane and Lynch 2. The whole game is meant to look like its filmed on a dgicam, and they ended up doing a lot of the same effects you figured out too!
This actually looks really good, it reminds me of my Kodak the most. Having owned a lot of digicams (which all failed due to lens issues or something) i can say this looks pretty accurate. The result shown looks like my ipod's camera which is kinda funny lol Great video!
Please do more with this!
Incredible video! Small correction: Flares from CCD sensors are indeed from the pixels “overflowing”, but bloom is something completely different and is actually caused by diffraction in the aperture!