So I'm gonna continue working on this either way because I'll use it, but is there any interest in a VFX editor where you edit a single frame of a video and then it uses a no-AI style transfer (https://github.com/jamriska/ebsynth) to change the nearby frames in the same way, automatically editing frame by frame until you see one you want to edit more by hand? And then when you're done it puts the video back together with the new frames and original audio. #vfx#videoEditing
Today in Unreal Engine 5, I finally did it… Niagara System on GPU without event collision. I transfer the position of the collector to Niagara, calculate the distance there, and through the Export Particle Data to Blueprint module catch the supposedly collision, which I count as a particle collected, on the emitter side the Kill Particles module does a similar check
New experiments with Unreal Engine 5, Niagara. A prototype of a magnetic device for collecting various bio material. I have a lot of gameplay ideas where it can be used and how: plants, insects, crafting, fuel or things to scare away creatures... Maybe you will have ideas too?
After 3 hours, after 5 time crashes of Unreal Engine - I did it. Chaos Flesh wheel... my video card said - let's finish this quickly, because I can't take it out anymore. As far as I understand, it is not need in the game, but to create a trailer to show the rover - yes!
Experiments with Niagara... Collision and difference in the reaction of the protagonist and other objects. Maybe you will have ideas what it can be in the game (gameplay)
An example of using the Exponential Height Fog and how the lighting looks with it... what I love about the Unreal Engine 5, a couple of objects in the scene make magic, I only adjusted the distance and density
Today's achievement with Unreal Engine - worked a little on water and underwater effects. Material for post-processing underwater visual and material for caustics as Decal. It's still not perfect for gameplay my goal was more educational
Need more practice, so today I decided to learn more about Post Processing in Unreal Engine 5, I made the draft of the scanner Material. The final goal is to do as in the game Days Gone or Death Stranding. What other examples do you like?
At around the 48 minute mark it's all about the #VFX of #Tron - the optical compositing, rotoscoping and CGI. Watch the whole thing for interviews with a young Bruce Boxleitner (of #Babylon5 fame).
TIL: The girl playing young Ellie Arroway in Contact (1997) is Jena Malone. She is also starring in Consecration (2023), and there's an homage to the famous mirror shot from Contact in that movie.
So they try to use machine learning to directly generate movies? Meanwhile as I understand it there are still really tedious tasks in VFX that really could use better automation. Are there any efforts to use AI for better green screen software? Handling motion blur, translucent materials and reflections? Automatically fixing green spill? Wouldn't that be an obvious thing to develop that would be bought like warm bread rolls? (I'm just a curious outsider to that, wondering.) #AI#ML#VFX
Nowadays terminals and other text views can get rendered with GPU acceleration support, like the kitty terminal that I use.
🤔 That means we could get bloom, chromatic aberration, distortion, depth of field and other post process effects into our terminals, what are we waiting for?
Effets spéciaux : Une industrie en péril au Québec?
Une interview du Sebastien Moreau le PDG de #RodeoFX sur #radioCanada.
Ce changement drastique des crédits d’impôts dans les VFX pousse les clients à choisir d’autres régions ou pays pour réaliser leurs projets.
Cela arrive à un moment où déjà le nombre de tournages et projets est très loin d'avoir retrouvé le niveau d'avant les grèves des scénaristes et acteurs.
Issue #17 of befores & afters is here!
...featuring #VFX of #TheCreator 🤩
> The latest issue of the print magazine looks at on set visual effects on projects like The Creator, Fargo, Spaceman, The Hunger Games: The Ballad of Songbirds & Snakes and Napoleon.
New experiment with Niagara Fluids smoke in Unreal Engine 5. The first emitter takes a spline of any shape and sends a particle along the route, this data is transmitted to another emitter for smoke. As a result, I got smoke that forms around the spline
Sci-Fi Adventure devlog 📌
Unreal Engine 5 and Niagara, I experimented a bit with smoke and Line Attraction Force. When the object enters the zone, the particles change their behavior