Thanks. Cinematic would be
Iray and whatever terms are being used to describe how light interacts with environment (Lumens in Unreal?) and assumption of highly detailed characters/props/scene.
My assumptions so far....and with cinematic you have wide angle, close ups, action shots, and a variety of camera shots (pans, zooms) that all 3d software tends to do a decent job with
Atmosphere - Unreal - hands down.
Camera - Iclone - I'm more comfortable with Iclones setup.
Characters - Character Creator & Substance Painter - this workflow won't ever change for me. I love Character Creator.
Props - Equal - but how the light interacts with those props - Unreal. So, props I treat as equal in any software as I buy models with high resolution.
Product shoot -
Keyshot, easy decision. I guess I'd call this a
cinematic product shot :-)
Example -
https://www.youtube.com/watch?v=zx22UDdWgn0Special Effects -
Unreal - I purchased 3d effects in Iclone only to find out those aren't seen in Iray - that is a very big deal. I have Hitfilm for doing post-production, but if the 3d environment can get me special effects built it - a big win.
Animating/Interactions of Human Interactions -
Unreal - I have CamTracker Ar to do Ipad scenes and it sets marker points. It output 1k or something like that, but I output to 4k using Image conversion software GigaPixel which does an outstanding job of increasing size to 4k with little loss in quality. So, Import the tracking data in Unreal and I've got a very efficient output for importing, er...humans into the environment.
Animating/Interactions of characters - this is really the big question. I am without a doubt more comfortable in Iclone and promised myself I'd avoid learning more software...but Unreal is amazing for scene setup. This could be 50% of the final output.Possible solution - keep any closeups or medium close-ups purely in Iclone. Get angle, take 4k screenshot out of Unreal, import to Iclone and make it shallow depth of field with background blurred. I love Iclone's lighting for characters - it's like what Keyshot is for products. Hmm...maybe I answered my own question but I'm leaning towards that. On that note, it would be great if I could leave out the Live Link entirely as I remember playing with live link last year and it was problematic getting it working. That might be asking too much, though.
Scene breakdown - A woman walks into a cafe and meets a guy for coffee. They sit down and chat. She leaves.
Going into, leaving cafe might be Unreal. Wide angle shots or various shots in the cafe might be Unreal, but 4 or 5 fixed camera shots as they are sitting - Iclone? A few props might be in both environments.
So, I guess it comes back to IClone's involvement in this workflow and is Live Link worthwhile? It might be easier if I simply keep both environments separate and assign work based on camera shot.