Sisodiya was able to experiment with the UnrealReader node to effectively extract different AOVs, which meant Pixomondo could then use them directly in Nuke. I looked at, how do we extract passes out of the game engine that is not built to extract passes out of?” I was looking into the default passes that come out of Unreal. “We had a lot of scenes where the camera needed to be far away and wide, or where the camera was on the LED environment, but then pans up to reveal all the light rigs and top ceiling. Pixomondo senior compositor Indrajeet Sisodiya had a somewhat similar issue while working on his studio’s new LED stage set-up in Toronto, where, for instance, they’ve been filming sequences for Star Trek Discovery. “It’s an amazing process for the empirical approach and interactivity that you don’t get.” “It was a big eye opener for me,” says Jacobs. Ultimately, he talked to Foundry about working directly in Unreal Engine, and then outputting the renders directly to Nuke in order to show the director how the plate and the final Unreal scene would appear. One of the challenges he faced was, while shooting on a relatively compact LED stage, how to capture a wide master shot. Meanwhile, VFX supervisor Matt Jacobs from Technicolor recently embarked on an LED stage project with Intrepid in San Rafael. In addition, crowds for a marketplace scene were enhanced by re-rendering scenes out through UnrealReader into Nuke. rotoscoping on the footage–and the UnrealReader node to do that. Toosi used Nuke’s Cop圜at–which was also used to try out some A.I. Here, the team wanted to utilize a number of Nuke tools to undertake the traditional kind of live-action compositing tweaks, in particular, for balancing the moire effect that sometimes come from LED walls, and to tweak lighting. Several UnrealReader / Nuke beta testers were on board early to directly try out using the node as it was developed (it of course continues to be refined by Foundry).įor example, freelance senior in-house artist Shahin Toosi recently collaborated with DNEG’s Paul Franklin on the VFX supervisor and director’s virtual production project Fireworks, in which significant real-time rendering and LED stage work was done. You can implement the promises of real-time technology into tools you’re already familiar with from Foundry. With UnrealReader, now you can actually shoot LED wall footage, and have the flexibility of bringing the streaming footage or captured footage directly into Nuke for any tweaking. These real-time renders, of course, are being used more and more in different VFX workflows, such as previs, or directly on LED wall stages. The idea is that Nuke users, who would already be incredibly familiar with the fine detail that can be achieved with Nuke nodes, are able to take advantage of the speed and efficiency now prevalent in real-time renders. Remember, the killer thing here is you are able to do this without ever leaving the Nuke program. You can isolate objects into different render layers, and you can even override cameras in Unreal Engine from within Nuke in a non-destructive way. UnrealReader lets you control the data you want, within Nuke, out of Unreal Engine. Unreal can be run on the same machine as Nuke or even a different machine or even across different operating systems. It operates by connecting NukeX to Unreal Engine using a TCP/IP connection. With UnrealReader, compositors can break objects into rendering layers, pull AOVs, build environment maps, and make other tweaks. So what does UnrealReader actually let you do? With many artists now also working within Epic Games’ Unreal Engine, Foundry has, with this new node, made it easy to work directly with the pixels coming out of the game engine, and continue fine turning them, like they would do normally, in Nuke. That recognition comes in the form of the UnrealReader node. With Nuke 13.1, Foundry has made several updates to its flagship compositing software, while also recognizing the growing trend of virtual production and real-time rendering work going on right now in visual effects and animation. Foundry gets real about real-time rendering.
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