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Top Tip: Rendering Complex Scenes

Chris Scubli our awesome Senior Generalist has yet another Top Tip. This week he’s got some advice to help make rendering complex scenes a little easier.

When rendering complex scenes, you want as much control and freedom as possible, to allow for faster iterations. I find that one of the best tricks for achieving fast iterations is to render objects separately from their environment and then to put everything back together in the compositing stage.

Take this example:

To render the teapot separately from the surrounding environment; right click the teapot, go to Object Properties and then tick off the Visible to Camera option. We are not simply hiding the object, but we’re telling the camera not to see it instead. As a result, the teapot is still casting the correct shadows, GI and reflections on its environment.

 

 

Then we render the teapot on its own, with the environment set to be invisible to camera, or a matte object if there are any elements occluding the teapot. Now we can adjust the teapot or make render tweaks to desired assets only, without redoing the entire scene. This also gives more freedom to effects integration and when trying to avoid alpha fringe artefacts.

The Cinematic Evolution: In-Engine’s Comeback

In-engine trailers are making a come back!

Game developers invest a great amount of time into evolving characters, designing gameplay and creating worlds. We like to take that and add a cinematic edge that makes games sparkle, beautifully, in their own light.

It’s a known fact that developing a game is a long and challenging process. Much like producing a film, hours, days and years are tirelessly worked to create some of the most exciting, imaginative and explorative worlds for eager gamers to spend their days and nights wildly investigating.

Back in a more retro time (the ‘90s) game devs didn’t have such an issue with their cinematic content, as they were happy to make their own, using it to detail story arcs as a gift to loyal gamers who’d made it to the end of challenging quests. Devs would clip their cinematic content together to create pre-rendered trailers, which are now looked back on with hearty nostalgia, like Blizzard Entertainment’s first trailer for Warcraft II.

In the noughties there was something of an animation boom, and the visual quality of cinematic content started to run at a pace that game devs couldn’t keep up with. Animation studios began to pop up, specialising in high-quality game cinematics to bridge the gap between video games and cinema. As a result of this, developers started to outsource their promotional work to the specialist animation studios, so that they were able to spend more time finessing their games, and less time worrying about trailers. A particularly game-changing trailer was Blur’s 2005 cinematic for Hellgate London, which set the path for the next decade of visually stunning, high-quality cinematic trailers.

Developers sacrifice a lot, pouring their hearts and souls into their work to make sure that it’s the best that it can be. So it could seem almost impossible to decide whether to release their techy child into the arms of a stranger to create promotional cinematic materials for it.

“Would a cinematic trailer do our game justice?”

“Will the studio understand the world that we have created?”

“Can our heroes be presented in their best light?”

“Do we have the time or budget to make this happen?”

“We’re not going to end up mis-selling the graphical quality… are we?”

I’m guessing that these are all hypotheticals that a game dev would ask when considering ordering a classic prerendered cinematic trailer.

Recent developments within the cinematics industry are helping to reduce the number of concerns a game dev might encounter, with the simply ingenious idea of creating cinematics within the game’s engine itself! This allows animation studios to create cinematic portrayals of gameplay and faithful depictions of characters all within the game’s own world… and they also have the added benefit of being output in stunning high-quality resolutions.

“It’s all the same world, we just add an extra edge.” -Tom Pullan, Lead Artist.

Ever since we produced our premiere in-engine trailer, Lost, the studio has embraced the new pipeline and processes, finding it an interesting challenge to try and master the art. Whilst the studio is currently in the midst of working on our new series of in-engine cinematics for Rare’s Sea of Thieves, I had the chance to go around and chat to some of the REALTIME guys about their experiences working within the UE4 engine:

Ian Jones, Director:

“I wouldn’t say [directing] is necessarily easier [within the game engine], but it does mean you can hit the ground running.  We get to skip a lot of the conceptual phases of the work, because the look and a lot of the assets are already established.

“In-engine directing requires a different type of creativity.  It reminds me of shooting live-action on location. You’re given an environment to work within, a list of props and a cast of characters. You have to explore all of the possibilities and make the most of what’s available to you.  I often find that creativity is driven by the limitation within a task. Because we can’t build a bespoke set or create an ideal camera angle, we have to find creative solutions. This is what makes it challenging and fun. The results are often more interesting than if we’d started with a blank page.”

Tom Pullan, Lead Artist:

“We get presented with the latest game build… it’s not ready for popular consumption, and it’s still not fully developed,” explains Tom, “but it’s developed enough for us to take assets from it to create the cinematic trailer. We then use a sequencer tool, that’s typically used for cut scenes within the games, to put together the cinematic.”

“Our current client has created some beautiful characters, and parts of the cinematic require lip sync for dialogue scenes, so we’ve had to create more intricate facial rigs to make the characters more impressive. Refining the rig is a reasonably fast process, and it only takes a couple of days to get the characters looking really cool.”

Stu Bayley, Art Director:

“I find that the key to getting the best results is through iteration and refinement. From a visual perspective the more instant the feedback, the better the end result will be. And one big benefit of directing the art within a game engine, is the ability to instantly see the feedback of changes to layouts and lighting, which currently isn’t possible within non-realtime viewports.

“Working in-engine can speed up the cinematic process as we usually have to elaborate on the game’s cinematography and complexity of the animation and storytelling. This allows us to stay faithful to the established IP and focus on creating engaging moments in their world.”

Through the conversations that I had with Ian, Tom and Stu it was clear that the creative challenge of developing an in-engine cinematic is an exciting opportunity for the studio. The most potent talking point alluded to the imaginative freedoms that artists are allowed when working with real-time feedback, which is currently a topical developmental theme within the industry. Pre-rendered and in-engine software have entered somewhat of a transitional period, where their lines and capabilities are becoming blurred.

Unreal’s latest update illustrates this perfectly. Back in March they announced their new real-time ray tracing technology, which will see reflections and lighting behave dynamically within their engine, in the same fashion as lighting departments in a pre-rendered pipeline. The results are truly stunning, and it really does pose an interesting question as to what the future of game cinematics might look like… will specialist animation studios slowly be absorbed by game studios to bring their skills in-house, or will their niche skillset, adaptive instincts and learned experience instil confidence and affect a new wave of interest in their work and services?

Top Tip: Checking Values, Colouring and How to Create a Realistic Image

Our fabulous CG Generalist Flora presents this week’s Top Tip, sharing a helping hand of knowledge for when it comes to colouring a realistic image!

Painting in greyscale is a great way to start learning and understanding the proper values of an image. Although, I found that starting with greyscale can be a real pain when it comes to creating a coloured illustration, because of the dangers of the indirect colourisation (this video explains why). Adding colours as early as possible is how I like my workflow and this Top Tip explains how I check my values along the way, using Photoshop’s interface.

You can switch the proof settings easily by using the shortcut ‘ctrl + Y’, which will take you from RGB to the Gamma 2.2 colour space instantly (you can use the same shortcut to also refer back to RGB).

Or if you have two computer screens or one very big one, you can then duplicate your work using ‘Window > Arrange > New window for’ option – It will create a second tab for the picture, so you will now be able to manage your workspace more effectively so that you can see both of the clones at the same time.

Be sure to keep the main image/window in RGB but switch the second one to Gamma 2.2.

As these windows are updated instantly, you will be able to see how everything you do on your main coloured picture affects the values of the whole piece.

A quick note: if you want to check your values using layers, it is always better to create a new layer on top, filled with pure black to then put in “colour” mode, instead of using the “hue/saturation” to desaturate your picture. The desaturate tool won’t give you actual values and can create problems if you use this to build up your image.

Auto China 2018 Review

The overwhelming sense from Auto China 2018 is that of a nation’s industry that has seemingly closed the gap with western manufacturers in terms of design, technology and environmental consciousness. I could be recounting my impressions from any show in the world when I discuss the plethora of SUVs, electric vehicles and hybrids on display.

Particularly impressive, right at the top end of the market, was the Vision Maybach Ultimate Luxury: This 4-dr coupe SUV offered Mercedes-Benz’s vision of, yes, that’s right, ultimate luxury- and it’s hard to argue against that luxury once you’ve taken in the quality of materials used and the craftsmanship on offer.


Further down the scale but no less impressive was the MG X-Motion concept; a well-resolved SUV concept, due to sire production versions for an MG dealer near you in the future. The illuminated badge is an old BMC trick too, so I wonder if the feature traces its lineage back to that, or whether it’s a genuine, new inspiration from the design team…The rich red colour is also indicative of the brand’s continued sporting intentions and was mirrored on every car on the MG stand. Now part of the SAIC group, MG is a stablemate of the Roewe brand, which had its own, perhaps more luxury-focused SUV to reveal in the Marvel X.

Geely Group, China’s largest car manufacturer by sales, was also in on the SUV act with the imposing Concept Icon. Building on underpinnings shared with its Volvo brand, it’s a perfect statement of intention, combining bold design language and an up-to-the-minute EV powertrain.

Great Wall Motors, with its Haval and Wey brands, demonstrated a very sophisticated feel from the stand décor to the models on show. Haval, China’s SUV market leader for the past 15 years, launched two new SUV’s at the show. The F5 model will appeal to a younger, more dynamic audience with its sporty styling and intelligent safety features. Whilst the H6 is designed with a family-orientated feel.

Leading the charge at Great Wall Motors’ premium Wey brand, was the Concept X SUV boasting dihedral doors, an EV powertrain, level 5 autonomy and even a holographic, in-car assistant!

 

Japan’s Infiniti showcased its EV plans with the Q Inspiration Concept; a model intended to herald future sales success and the development of a completely new EV platform for China and beyond, within the next five years. Most striking for me was the ultra-elegant styling, housing dramatic suicide doors.

 

Perhaps more familiar, it was great to see the Ford Focus launch into the Chinese Market. In its fourth generation, and in its twentieth year, the model remains true to its original aim of combining practicality, style and an outstanding driving experience for the mass market.

Finally, it was very encouraging to see the interest generated by the Chinese debut of the McLaren Senna. It wasn’t too many years ago that this kind of car would have been seen as an irrelevance in a market fixated on 3-box saloons. Not so any more!

Top Tip: Timing

We’ve got a short and simple Top Tip for this week, courtesy of Ian our CG Director:

“Are you having trouble with the timing of your previs or blockout? I find that it’s easier to start with the music. Find a guide track that has the right mood and tempo for your scene- the cadence and patterns in the music should help you to guide your edit. That’s my tip!”

Why don’t you take a look at our War Thunder Heroes trailer below to see how the action marries to its background music:

Interesting fact: Our War Thunder Heroes Trailer has been viewed by over 7.3 million people since its launch in September, 2013!

 

REALTIME are CGI, animation and VFX specialists, with a focus on gaming, automotive and broadcast. We go the extra mile to create cutting edge content capable of transporting the viewer. Whether we are immersing gamers in distant alien worlds or placing buyers in the driving seat of their perfect car, we don’t just make visuals, we craft belief.

As the trusted partner for world-renowned games companies for over 20 years, we have the experience, expertise and passion to deliver engaging and immersive trailers for upcoming releases.

With specialist creative teams working with the latest CGI tools, we create cutting-edge visual communications that captivate audiences, engage viewers and inspire belief. Whether it’s an online marketing trailer or TV commercial, we’ll create fantastic digital worlds that deliver tangible real life results.

Through individual and team expertise, our highly adaptive production pipelines add efficiency, quality and transparency to our creative processes.