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Showing content with the highest reputation on 02/14/2024 in all areas

  1. Hi! Been a while since I've posted here. I did a big upgrade to my system, so I'm finally doing a deeper dive into Unreal and my mind is blown. Endless creativity once you get your head wrapped around the philosophies. Building in real time and rendering 1200 frames in 3 minutes is, well, unreal. Doing lots of short animations to learn the tools and create a consistent workflow. I've also never edited anything before, so cutting, editing and audio are all new areas for me to learn as well. I haven't had this much fun with 3d in years.
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  2. After playing for a few months with Unreal, things are finally starting to click in. This whole scene was animated and edited in-engine, using Sequencer and a Mixamo character. Aside from doing animation I work as a commercial DP, so what I enjoyed most was the real time workflow. It feels a bit like shooting live action on location, since you have the freedom to move the camera around the virtual environment in search of the right composition. Time to play with those metahumans...
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  3. I'm learning it now (started a sketchbook in the Unreal section here on the forum) and it's a different mindset than Cinema4d for sure, but working in real time is addictive, especially for animation. Building in Redshift or Corona in cinema feel slow to me now. There is a quality loss, but I've found it to be minor so far and I'm rendering 1200 HD frames in about 3 minutes on a single 4090 with volumetrics. So I can rerender or even add another sequence or camera angle and have the clip in a few minutes. It's the most fun I've had in years on a computer.
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  4. Fanx for the link Jeff, mucho appreciated! I will watch them very soon. Been watching another of Winbush's videos converting and importing a C4D file into UE but that why I thought what's the point?
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  5. Here is Procedural Content Generation used to make a forest. Similar to the Matrix object in Cinema, but you can see it all in real-time using high res scanned assets. Could use more work on the undergrowth layers, but I'm moving on to the next experiment.
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  6. Here is geometry modifier capsule example. This, well, deformer is generating wave like motion of various type through any mesh (or spline). Has multiple controls for defining wave type, frequency, speed and amplitude Here is the main graph (double click the icon of modifier in object manager) But all the "magic" happens in Wave deformer group so here is the subgraph This setup can be expanded quite a lot, hope it gives you nice insight on how to build your own modifiers/deformers 32_Wave_Deformer.c4d
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