9/20/2023 0 Comments Blender eeveePreViz and Animatics – These projects are not primarily about the final quality of the images, but about quickly iterating through variants and versions, and at the same time intensive animation of assets and cameras.Ī powerful and ready-to-use animation system is required here, as well as simple scene and version management.īut ATTENTION: When planning the workflow, it must taken into consideration that the data of the camera positions and movements, light settings, scene structure (block-outs) must then be used in the external programs. It’s important to note that I’m talking about animatics, PreViz, product visualization, animations, not products that are meant to be interactive or are meant to stay in the game engine. So working in a game engine becomes in most cases a one-way street! lead to the fact that scenes which are built in engines are very difficult to reuse outside of the engine. Import and export, the lack of compatibility of shader systems, lighting setup, etc. But if the data later has to be used externally for final shots that have to be generated offline with photorealistic render engines, it starts to become very problematic. Game engines compensate for this by asking clients that they should animate directly in the engine, which of course creates a comfortable interaction. The result in an engine compared to other 3D programs is different. Importing and exporting animation data and a real round trip are difficult because game engines are designed to target a frame rate of 60fps or more, and therefore internally have simplified animation curves etc. Very few customers are aware that game engines bring their own shader system and must therefore be generated entirely in the Engine and cannot be exported to other applications! The hype that Epic generates with their Unreal Engine, often mixed with elaborate demos from flagship customers, gives the impression that game engines such as Unreal, Unity, Twinmotion etc are the perfect solution for everyone.īut beware! Here are a few things to consider: More and more freelancers, agencies and companies are therefore beginning to exploring the area of “real-time rendering” for themselves. Especially in projects with many iterations and correction loops due to customer requests, endless rendering times are often a bottleneck that threatens the existence of the service provider. In the photorealistic area, these render times are one of the most important factors that must be taken into account when planning projects and budgets. Saving render times is a big goal for all of us.ĭepending on the techniques used and the style you are aiming for, it can take some minutes or even many hours to calculate an image or longer animations. That’s why I wanted to share my experiences with you. More and more customers are asking me for my opinion on learning real-time engines like Unreal or Unity.
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