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Message
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mtakerkart
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mtakerkart
Posted 5 Years Ago
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Group: Forum Members
Last Active: 9 hours ago
Posts: 3.1K,
Visits: 28.0K
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I’m focusing on film but doing it with a game engine. Film makers would benefit from Unity’s Cinemachine
I'm very curious and would like to know your workflow. I tried both unity and UDK only for particles. I don't know wich kind of movie you make but mine are with lot of particles more than 4 characters talking with action moves, etc.... My conclusion : because I must to learn UDK or Unity from scratch and because both of them are not build for movie production (try to make dynamic water reacting with object or animating particles behavior inside sequencer) It's impossible to produce for a one man band with descent delay. I'm going back to Iclone and try to find a way for having variable velocity thrue life and Velocity inherit. For the camera moves in Iclone have a look of this new plugin :
Nothing more for my need.
Edited
5 Years Ago by
mtakerkart
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Dan Miller
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Dan Miller
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 365,
Visits: 1.8K
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mtakerkart (4/29/2019)
I’m focusing on film but doing it with a game engine. Film makers would benefit from Unity’s Cinemachine
I'm very curious and would like to know your workflow. I tried both unity and UDK only for particles. I don't know wich kind of movie you make but mine are with lot of particles more than 4 characters talking with action moves, etc.... My conclusion : because I must to learn UDK or Unity from scratch and because both of them are not build for movie production (try to make dynamic water reacting with object or animating particles behavior inside sequencer) It's impossible to produce for a one man band with descent delay. I'm going back to Iclone and try to find a way for having variable velocity thrue life and Velocity inherit. For the camera moves in Iclone have a look of this new plugin :
Nothing more for my need. This is all new to me, including movie making. It sounds like you have already been down this road and found it to be a dead end. I have yet to discover that. As for my workflow, still trying to figure that out. My pipeline is CC3 - iClone 7 - Unity - DaVinci Resolve 15.
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animagic
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animagic
Posted 5 Years Ago
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Group: Forum Members
Last Active: 10 hours ago
Posts: 15.6K,
Visits: 30.3K
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Maybe we need to start an iClone filmmakers support group... The convenience of staying within iClone cannot be overstated, at least for the way I work (lots of trial and error... ). What I have changed for my last movie is rendering at 24 FPS (following some of discussions here). I also render without effects (including things like camera shaking, LUT, blur) and delegate that to Vegas.
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TonyDPrime
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TonyDPrime
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 3.4K,
Visits: 12.4K
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RL - ONE thing that will blast iClone easily up the next level...either:
1a) Take that water plugin"icWater.dll" and expand that into a material-type somehow, giving us realtime reflections...The tech already is built into iClone for surface-to-surface reflections; or 1b) work the realtime RTX/DXR reflection ability into the realtime renderer.
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Kelleytoons
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Kelleytoons
Posted 5 Years Ago
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Group: Forum Members
Last Active: 10 hours ago
Posts: 9.1K,
Visits: 21.7K
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I agree with doing both of these (don't settle for one or the other).
Alienware Aurora R12, Win 10, i9-119000KF, 3.5GHz CPU, 128GB RAM, RTX 3090 (24GB), Samsung 960 Pro 4TB M-2 SSD, TB+ Disk space Mike "ex-genius" Kelley
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sonic7
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sonic7
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.7K,
Visits: 19.4K
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......... Maybe we need to start an iClone filmmakers support group... ........@JOB !!!! How could I have missed this !!! lol ....... (Actually, it seems we have a lot on common - I too am a 'Vegas' person [for better or for worse], I guess it's just a workflow I'm *used to*) You're further along than myself. A *recent* and refreshing 'resurrection' of VUE software made me realize the incredible *similarities* between iClone and VUE........ I've always been impressed with E-on VUE's take on 'water' ......
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Please be patient with me ..... I don't always 'get it' the first time 'round - not even the 2nd time! - yikes! ... ● MSI GT72VR Laptop, i7 7700HQ 4-Core 3.8 GHz 16GB RAM; Nvidia 1070, 8GB Vram ● iClone-7.93 ● 3DXChange Pipeline 7.81 ● CC-3 Pipeline 3.44 ● Live Face ● HeadShot ● Brekel Pro-Body ● Popcorn FX ● iRAY ● Kinect V2 ● DaVinci Resolve17 ● Mixcraft 8.1
Edited
5 Years Ago by
sonic7
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TonyDPrime
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TonyDPrime
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 3.4K,
Visits: 12.4K
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RL - Looking at Octane, Unreal, and Toolbag, versus iClone.... Let me simplify how to make material workflow awesome for iClone 8
(1) SSS emulation (2) Fresnel/Falloff emulation (3) Specular channel for PBR Metallic material -keep Specular functioning so that Metallic+Roughness's specular-shine can be increased/decreased, per an independent Specular texture map if desired (4) Optional Independent Displacement (so that it need not be linked to bump, and can be used together with an independent bump input) (5) Channel sub-channels - Give each Material channel option for sub channels (ie allow for 2 Blend texture inputs as part of a 'Master Blend', ie allow for 2 Bump sub-channels, say for combo of a 2 Bumps, or Bump+Normal texture)
Keep same menu style, add more independent texture input channels and sub-channel option for each. Maybe go Node-based workflow, but not necessary. (PS - Substance Power Tools does NOT allow you to do any of these things in iClone, natively)
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mtakerkart
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mtakerkart
Posted 5 Years Ago
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Group: Forum Members
Last Active: 9 hours ago
Posts: 3.1K,
Visits: 28.0K
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If RL continues with Iclone don't care for me for a new render BUT -Access to the Plant and trees for custom vegetation -Better terrain creation -LOD for object, character (unavoidable for better realtime performance) -Update Particles for velocity (turbulences,inherit velocity)
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TonyDPrime
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TonyDPrime
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 3.4K,
Visits: 12.4K
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I've railed against UE4 as of late because of the hair thing... AND the fact that the 'good' character renders you see are high quality busts, not in game characters... because all the in game characters are pretty weak compared to the demos of Super-Mesh-Polygon-Haired Siren people will show as somehow the benchmark of what Unreal can do.
But let me rail against Marmoset Toolbag.... IT DOESN'T HAVE A NORMAL/BUMP MAP INTENSITY SLIDER. Can you imagine importing in a model, going to adjust the Normal map intensity, and learning you have to do that in Substance Painter???!!!!! What in the name of 3D is going on with these apps these days! In my day you just adjusted the slider for the Normal map strenth....Like in iClone.... or Octane Or UE4 Or Unity Or Blender Or 3DS Max Or Maya Or C4D
But no....Marmoset is special...NO NORMAL MAP SLIDERS.
PS - This is Blender Level stuff right here...to omit a Normal Map strength slider. Don't anyway DARE defend this.
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mrbrush
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mrbrush
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 56,
Visits: 1.1K
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I agree. There are a lot of improvements to be made with the basics and general usage. Reflections for one. There is a long list.
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