Peter (RL) (1/20/2020)
GOETZIWOOD STUDIOS (1/18/2020)
Regarding the export and pipeline options: AFAIK, the "export" option is meant for assets that you have to share with the "client" or the public, in a game for instance. But we shouldn't need an export option for just creating images with an asset, as long as we don't pass along the asset itself.
The export license allows you to transfer the iClone/CC content to other 3D software for rendering to video or image formats or for use embedded in games or apps. So in the case of Unreal Live Link, you are actually transferring the content to Unreal which is why you need an export license even if you are only planning to render images or video in Unreal.
Thanks Peter, I stand corrected. I thought rendering images with an asset and releasing a game or application containing that asset was considered as two different things, as it is usually the case from some other content providers.
Now that this is cleared, it shows how even more important it is to have the native iClone renderer fixed and enhanced. Because none of those doing only renderings would spend or can afford to spend export licenses.
Rendering through Unreal would cost a fortune in export content licenses (which is not the case with Indigo or iRay).
I understand though that from Reallusion point of view, you can't know if someone will use an asset for rendering or for releasing once that asset has been transferred to Unreal.
Another good reason for taking care of the native iClone renderer.
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guy rabiller | GOETZIWOOD STUDIOS
"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.