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SIGGRAPH 2018

What is SIGGRAPH?

SIGGRAPH 2018 is a five-day celebration of the latest innovations in CG, Animation, VR, Games, Digital Art, Mixed Reality and Emerging Technologies. It’s set to run from the 12th to the 16th of August at the Vancouver Convention Centre in Vancouver, Canada.

How are RealtimeUK getting involved?

After Stu’s brilliant speech at FMX earlier on in the year, we have been kindly asked again by the guys at Chaos Group to take part in their #VRayDay.

Sounds fun! But what is #VRayDay?

#VRayDay is Chaos Group’s celebration of their VRay technology; they’ll be showcasing the diverse uses and capabilities of the software through interactive exhibits and a collection of informative talks. At SIGGRAPH this year they’ll be hosting talks from; Method Studios, FuseFX, Digital Domain and ILM amongst some other fabulous studios.

All the V-Ray Day sessions are free to attend and will be held in Meeting Room 8 in the East Building of the Vancouver Convention Centre!

What is Stu going to be talking about?

Stu’s talk is again titled ‘Cinematic Worlds: A holistic overview of creating games trailers’. He’ll discuss the overall process of creating cinematic trailers, and the key influential aspects that effect production from an internal and an external perspective.

Although this time, Stu is hoping to expand the conversation by talking through some of our most recent projects as illustrative worked examples, highlighting the different challenges that come up when working within a different pipeline (Sea of Thieves) or when working with a gigantic IP (Jurassic World).

How can I get a ticket?

You can get tickets from SIGGRAPH’s website. There are lots of different ticketing options so that you can really make your SIGGRAPH experience your own, from ‘Full Conference’ tickets, to simpler ‘Exhibits Only’ options.

Prices start at $50 for a basic visitor pass and can reach up to $1550 for the full conference experience! But if you are a student you can get the larger priced tickets at a more affordable discounted price ($500 for a full conference pass).

Where Will I Be Able To Find RealtimeUK?

Sadly, we won’t have a static location that you’d be able to find us at, but we will be updating our Twitter feed as we’re adventuring around the event, so if you spot us then please come and say hello!

What Else Can I Get Up To At SIGGRAPH?

SIGGRAPH seems to be a festival of creative information, and the organisers have rounded everything that you can expect into five main categories; Learn, Create, Discover, Share and Bond.

It seems that visitors aren’t only there to learn, but the event seems to be set up for a community like atmosphere, to help any level of artist grow into their artistic shoes.

 

Stu’s talk kicks off Wednesday’s day of events at 10am in Meeting Room 8, East Building on the 15th of August!

Goodwood 2018: Roundup

The 2018 Goodwood Festival of Speed was again bathed in sunshine on the Friday that the RealtimeUK team was visiting. Our early entrance to this 25th anniversary event was immediately greeted by the roar, smell and vibration of pre and post-war racers, being wrestled up the famous hill, reminding me of the true pioneering spirit of the age.

This year’s central display was Porsche’s, celebrating its 70th anniversary with a spectacular artistic landmark to its heritage (see above). The other major headline and perhaps more of a sign of the times, was from the Roborace concern. The Robocar was the first ever fully autonomous vehicle to make it up the hill. A mesmerising achievement but how does this make us petrolheads feel? Do let us know what you think!

For the RealtimeUK team, it was quickly to the business of touring the manufacturer stands and there were none more impressive than Polestar’s. The large installation, housing one single vehicle, was intentionally to ‘global motor show’ scale to really let the fabulous Polestar 1 breathe. With utterly cool Swedish styling, carbon structure, 600 horsepower and 1,000 newton metres of torque from its hybrid powertrain, it comfortably justifies its €155,000 price.

REALTIME Goodwood Festival of SpeedFrom there it was off to Lamborghini to experience the new Urus SUV and the very highly rated Huracan Performante Spyder. I’m very sure that the Urus will fly off the shelves in Sant’Agata Bolognese, with its combination of performance and accommodation coupled with no compromise, full-blooded Lamborghini styling. This particular Performante Spyder’s relatively calm matt blue paint with black hood and rims seemed perfect to me, cementing its status as a genuine track day weapon.

REALTIME Automotive

Then it was over to Woking’s finest to catch the 600LT, revealed to the Goodwood public just the day before. Carrying on McLaren’s now established nomenclature structure, 600 stands for 600PS and LT stands for minus 100kg and, well, nothing short of the pinnacle of driving performance and engagement. Launch colour remains reassuringly orange of course, in case you were worried.

REALTIME CGI Studio

Nestled suitably between the stable yard and VIP drop-off, Rolls-Royce took up its usual position at the festival with its brand new ‘Urban Inspired Specification’ Cullinan doing its best to outdo its stable mates, especially the satin-painted Phantom. Cullinan is seeking to establish leadership in go-anywhere, ultimate luxury and you certainly can’t help but be convinced it will succeed.

REALTIME VFX Studio

You could be forgiven for thinking that the Porsche 911s on display, from the relationship between Singer and Williams Advanced Engineering, were some kind of step back in time, but this is a vehicle confidently billed as the ‘most advanced, lightweight, air cooled 911 that the world has ever seen’. Easily stated but difficult to deliver… although a new braking system, new suspension, a full aero study and the finest ever air-cooled engine, would surely remove any doubts. Form an orderly queue and be quick about it, ladies and gentlemen, only 75 will be built.

Mention must also go to W Motors; the proud UAE-based manufacturer showcasing their dramatic Fenyr SuperSport. Edgy, aggressive and beautifully little, I’d advise you all to make a mental note of this brand, more is certainly to come!

Finally for us, there was just enough time to catch the Lotus Cars stand. Making a glorious return to Goodwood in celebration of its 70th anniversary (just like Porsche!), it was great to see the brand front and centre, showcasing its full range of cars and the iconic Type 79 F1 car for all to drink in.

See you all next year!

Top Tip: Endless Keyframes

This week’s Top Tip comes from our fabulous Top Tip Magician, Senior Generalist Chris Scubli! He’s offering some helpful advice for how you can configure endless keyframes in 3dsMax:

 

Let’s say you need an endless animation for something like spinning propellers or phase keyframes for various effects like Wave or Noise modifiers. You could create keyframes at frame 0 and then 1000… but what if the shot length changes, or you need to adjust the speed quickly? It’s more effective to use ‘Out of Range’ types for these keyframes instead.

Take the example of a spinning propeller. At frame 0 we set a keyframe for rotation at 0 degrees. Then at frame 5 we apply a 360 spin on its Z axis. This would be perfect if your shot length is five frames, although it’s probably going to be longer.

So here’s one way of getting around the issue:

Right click the object and go to the ‘Curve Editor’.

Here we can see the keyframes for the rotation. Make sure they are linear, so the motion is constant. To do that, drag select the keys in the track view and then click ‘Set Tangents’ to ‘Linear’.

With the keys still selected, in the Curve Editor go to ‘Edit’, ‘Controller’, ‘Out of Range Types’. Activate both buttons underneath the Linear type. Now your keys will extend infinitely both ways in the track view.

This means the propeller will spin forever at the same speed, meaning your shot length or start time does not need you to adjust or slide keys around.

A handy trick now is that you can move the two keys closer or further apart to tweak the speed of the rotation.

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?