Thursday, 10 January 2019

Rendering

Note: This is going to be a short written update due to the amount of screenshots.

The rendering process for all of my project will be done in game engines, meaning the scene will be done in UE4 and the workshop objects will be rendered in Marmoset. During this process I will be setting up the objects in Marmoset as well as the cinematic cameras in Unreal Engine 4. This being said, I firstly set up the textures and model in Marmoset exact to substance painter so that way I can complete the lighting and have the models use the lighting to make it look better than previous. Firstly I started off by importing the hole punch into marmoset and applied the textures. From there changing a few options such as bloom, focus as well as sharpness bringing out all of the details needed and creating a great composition for my screen shots.





These two of many screenshots showcase the idea and concept I'm going for.

Second off is the porcelain hen which was taken with a slightly harsher vignette so that the object itself can be shown off properly as well as having the focus effects working to the point it looks like the vignette is making the focus point the parts I want to point out, shown below are the results.





Aside from this that is all that was done for these two, playing with the options I have in marmoset and creating renders from this allowed me to create perfect replicas in-engine.

As for the UE4 way of rendering my scene it's a lot more complex. Learning this for the first time took me around 3-4 hours (which for me is a lot) due to the complexity of getting it all correct and how I wanted. I used a sequence alongside moving cinematic and still cameras to create a motion-render in UE4 to showcase the smaller assets and the smaller parts of the scene you may not see in the overall feel of it. The way I went about this was to setup cine-cameras in UE4 and use the DSLR 16:9 cameras to create of emotion that provides the scene with some level of a story rather than most people who have a lack of imagination. Setting up the cameras was simple, it was the step after this which was new to me. I've used many editing software's and recording software's before so I had a slight idea of what I was doing with it, setting up key frames and using them to let the camera track where and how it moved. Shown below is the key frames in action, the red dots allow the camera to create a path from one point you set to another and using this I made the fly through of the scene. Other than this I used key frames to take still animation screenshots and once completing these steps I had to put it all together. Much like Sony Vegas (A editing software I've used before) this program uses the same structure, this allowed my knowledge to seep through and quickly work out how to store the clips as well as put them in order to complete the process and have them seemingly fit perfectly into the edit. Once this was completed and the key frames were set for the other cameras I then had to assign the key frames to certain cameras and add them into the sequence creating a video-esk render. I then rendered them into PNGs and exporting them into adobe premier pro.



Importing the images into Prem pro was a simple task seeing as it reads all the photos as a there's a tick box called image sequence which puts them together for you. The reason I done it this way and didn't render it as a video is so that every frame would load and not create any issues as well as every frame can be edited easily. From here onward it was easy as this part is the part I am good with, although the edit was simple (but effective) it allowed me to showcase what I wanted in style. The small editing was only clip cutting and adding in fades, this process can be done in any editing software I'm sure but prem pro is something I wanted to use because of the accessibility as well as simplicity. I've never used any of these ways to render before but noticing how professional it all looks now is definitely the way forward and I will continue to do it this way from now on.



Other than this big learning experience, that is all for the renders and for this project. I'm happy with the outcome but that is to be discussed in my next blog post.

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