The exception, of course, is James Cameron and his Avatar series. People will absolutely watch something that looks 10x better because the visual fidelity itself is the draw, it's the main attraction over the story. This is usually not the case in most movies however.
It taught me that the key you immersive 3D is to treat the screen as a window. Things have depth beyond it, but never protrude out of it.
I noticed only two shots in the movie where anything protruded from the screen towards me, and they really caught my attention.
I hate typing on screens.
3D (including "real 3D") just doesn't seem to be the drawcard though that the geek community seems to think it is - I think the public in general would prefer better story, CG that serves the film and the story etc. And that is why I probably won't see the second - the story is not strong or interesting enough for me, and even the "wow" full 3D effect is not strong enough to pull me back, given the uncanny valley effect of the characters and the lacklustre story.
Still, dumping it into FOSS community is not the worst graveyard for commercial software...
Large studios don't update so regularly vs e.g. a startup. They have very specific setups, which is in fact a large part of why it took them so long to release moonray vs when they said they would last year. And they are moving to Rocky Linux soon IIRC.
>dumping it into FOSS community
They are not "dumping" anything. Would it have hurt to look into the facts before commenting?
Studios don't want to upgrade fast (e.g. they're not interested in running Debian unstable or CentOS's streaming updates thing)... they're interested in stability for hundreds of artists' workstations.
Getting commercial Linux apps like Maya, Houdini, Nuke, etc. working well at scale is hard enough without the underlying OS changing all the time.
The tool may be good, but the output visuals are only as good as the artists that use said tools. They can open source the tools all they want and try to hire all the talent that can use it. :)
The renderer is an important of the VFX toolkit, but there are more than a few production-quality renderers out there, some of them are even FOSS. A studio or film's competitive advantage is more around storytelling and art design.
https://techcrunch.com/2016/04/28/comcast-to-acquire-dreamwo...
Perhaps they've moved on to a new renderer.
Why do you think this? Nobody in film or vfx is using Unreal for final rendering, Unreal is built for games not offline path tracing.
The fantastic thing about Unreal is that you can do realtime rendering on-set (e.g. for directorial choices/actor feedback) and then post-production upscale it with the ceiling only being cost. Unreal in the TV/Movie industry is already huge and only getting bigger, year-on-year.
You've definitely seen a TV or Movie that used Unreal.
Name a major-studio movie that rendered final camera-ready VFX in Unreal.
For TV, you can name The Mandalorian season one, sure, but even then, ILM switched The Volume to their own in-house real-time engine for season two.
But yeah otherwise I agree with your points. The person you’re replying to is vastly over estimating unreal use for final CG.
Definitely isn’t being primarily used for hero character work.
Even with real-time rendering for environments, I'm sure there's plenty of post-processing "Nuke magic" to make it camera-ready. It's not like they're shooting UE straight to "film".
I have seen reports of Unreal Engine being used quite successfully for pre-viz, shot planning, animatics, etc., though.
https://disneyanimation.com/technology/hyperion/
These renderers are comparable in use case & audience to MoonRay, which is why I don’t think you’re correct that MoonRay needs external contribution to survive.
“Used unreal” for on-set rendering is hand-wavy and not what you claimed. Final render is the goal post.
Edit: I worked on this, Adding reference video from GDC https://youtu.be/pnigQTOig8k?t=510
BTW I’m hugely in favor of pushing real-time rendering for film (and I work on high performance rendering tech, aiming squarely at film + real-time!) I only was disputing the broad characterization by @Someone1234 that Unreal is widely used today for final, and that film studio path tracers are in imminent danger of death by game engine.
So, it's been a while, but I'll try to add clarification from the best of my memory.
So, in this sequence, I think it is the case that K2-SO was only rendered from behind.
IIRC, the reasons for not using it on more shots, and specifically the front shots in the sequence were two-fold, Primarily, we only had one TD/Lighting Artist trained in our pipeline using Unreal, which was still a little clunky to fit into our pipeline, so we were time limited. Now, K2-SO was not rendered from the front in a close-up due to problems with complexities with his eyes. (Some details from Naty later in the talk) Specifically, K2's eyes require fully lit transparencies with the full lighting model, at-least at the time Unreal only supports their full lighting feature set in their deferred renderer, and their forward renderer, used for transparencies was a vastly simplified lighting model which isn't able to fully capture the effect of K2's eyes. We were building a capable Forward renderer inside of Unreal internally, but this was not finished in time for Rogue One.
As an aside, we had a parallel internal renderer we were building for use on Rogue One, that even at the time had advantages, but Unreal was chosen for what I saw as political reasons.
I do not know of more recent examples, but I'm not involved in this project anymore, I know they used Unreal for Season 1 of the Mandalorian, but moved to their internal real-time renderer for Season 2. The internal renderer has a few advantages, not having to deal with the complexity of merging significant changes with Epic's engine for example with the forward renderer was one major advantage, but my understanding is that the major win, is just being able to build a renderer that integrates much better in their existing pipeline. Unreal's renderer is pretty strongly integrated into the rest of their engine, and the engine itself is very opinionated regarding how content is managed. And as you can imagine, ILM has their own opinions going back to about 30+ years of history.
I agree with your dispute of the broad characterization, but thought the counter-example would be illustrative.
BTW, I'm starting a new project investigating real-time rendering for film, and always interested to new perspectives, hit me up if you want to chat real-time rendering sometime.
John Knoll from ILM gave a talk at GDC 2017 about it.
The catch, though, is that ILM took the Unreal Engine source code and modified it extensively in order to be able to render K-2S0 as he appeared in the film. It's not like they just downloaded it from the Epic Store and ran with it.
Unreal is not used for final shots in film.