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A "small" studio - with Unreal

Discussion in 'Photography & Video' started by boneburner, Nov 23, 2019.

  1. boneburner

    boneburner Member

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    Of course "small" is relative - and whilst this studio looks to have a small physical footprint, the budget for this room alone would make any hobbyist weep. Still, there's no doubt the usefulness of such a setup - which could dramatically cut time and costs if your work involves location shooting.





    Not bad for a little game engine :lol:

    via: epic
     
    Loop Goose, clonex and darknebula like this.
  2. mtma

    mtma Member

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    Oh god, fill in the sunglasses.

    FILL THE SUNGLASSES

    (I think they noticed in the outro, they used a different shot angle to stop the black box from being obvious).
     
  3. Xang

    Xang Member

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    That is absolutely insane. I love it.
     
  4. OP
    OP
    boneburner

    boneburner Member

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    I will double post this vid - it will also be in the entertainment section, for obvious reasons :lol:





    Not bad for a little game engine.
     
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  5. Tinian

    Tinian Member

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    There's a good article on their compositing here.

    An excerpt about the wall:
    It takes 11 interlinked computers to serve the images to the wall. Three processors are dedicated to real-time rendering and four servers provide three 4K images seamlessly side-by-side on the wall and one 4K image on the ceiling. That delivers an image size of 12,288 pixels wide by 2,160 high on the wall and 4,096 x 2,160 on the ceiling. With that kind of imagery, however, the full 270 degrees (plus movable back LED walls) and ceiling cannot be rendered high-resolution photo-real in real time. The compromise is to enter in the specific lens used on the camera into the system so that it renders a photo-real high-resolution image only for the camera's specific field of view at that given moment while the rest of the screen displays a lower-resolution image that is perfectly effective for interactive lighting and reflections on the talent, props and physical sets, but of a simpler polygon count for faster rendering times.

    Due to the 10-12 frames (roughly half a second) of latency from the time Profile’s system received camera-position information to Unreal’s rendering of the new position on the LED wall, if the camera moved ahead of the rendered frustum (a term defining the virtual field of view of the camera) on the screen, the transition line between the high-quality perspective render window and the lower-quality main render would be visible. To avoid this, the frustum was projected an average of 40-percent larger than the actual field of view of the camera/lens combination, to allow some safety margin for camera moves. In some cases, if the lens’ field of view — and therefore the frustum — was too wide, the system could not render an image high-res enough in real time; the production would then use the image on the LED screen simply as lighting, and composite the image in post [with a greenscreen added behind the actors]. In those instances, the backgrounds were already created, and the match was seamless because those actual backgrounds had been used at the time of photography [to light the scene].
     
    Last edited: Feb 21, 2020
    boneburner likes this.
  6. OP
    OP
    boneburner

    boneburner Member

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    As an aside - the director on the original "Behind the scenes" vid has his own Youtube Channel, where he explores film and video production techniques.

    Like this one:




    check him out

    Link: Cinematography Database
     

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