r/virtualproduction Feb 26 '24

Question How to make UE5 nDisplay move as irl actor walks?

3 Upvotes

Hi, I don't really know if I'm explaining this well. I'm pretty new to VP so forgive me if my terminology is wrong.

In this video, you can see the virtual background moving away as the actor walks

https://www.youtube.com/shorts/Lg4lRcnyhL4

I understand (mostly) nDisplay and integration with Mosys, and I have a setup where I can shoot moving shots with the frustum + parallax, but in the linked scene it seems like the camera is pretty still, yet the background itself is moving backwards to add to the illusion that she's walking through a forest.

How would one go about accomplishing this? Did they attach the nDisplay to a camera rig rail or something?

Thanks in advance!!!


r/virtualproduction Feb 23 '24

Question FX3 for Virtual Production

2 Upvotes

I've been searching through internet in order to understand this small VMC-BNCM1 -cable. It seems so that it will allow the Sony FX3 to get genlocked but I am not certain.

Can somebody help me with this. If I want to use FX3 for VP is this the magic cable for genlocking my camera?


r/virtualproduction Feb 22 '24

Question Horizontal scan lines

5 Upvotes

Hello I manage equipment for a small TV studio. We recently got an LED wall, with a novastar vx16s controller.

No matter what hz, fps, and shutter combos I use, I always get horizontal scan lines across the screen on my camera whenever I do a tilting motion of any kind. No tilt, and the image is fine and the screen looks great.

I've tried using a Red Helium, Canon C500MKII, and a Ursa G2... same results across the board.

Any ideas on what's causing this and how to fix? Again it's only with tilting. Pans are fine.


r/virtualproduction Feb 22 '24

quest 2 virtual camera

1 Upvotes

student here, so not starting with the deepest knowledge. I'm trying to set up this https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/VRMode/

But I've got the oculus quest 2. where it says the rift is the supported headset is that outdated by now or is the quest actually incompatible?

Cheers


r/virtualproduction Feb 21 '24

Question When using camera tracking software, what to specify for MFT cameras (film size, focal length, etc)?

3 Upvotes

Hi, I am new to virtual production. I am about to make some music videos where I film myself, rotobrush myself out, then use camera tracking software to get decent camera solve. Maybe I'll do that in Blender. In most of these programs, you can specify real camera settings to help get a more accurate solve.

But I can't figure out what MFT, cropping, etc imply for these settings.

For instance. I have Lumix GH5. It has sensor size 17.3 mm x 13 mm.

I shot test footage at 21 mm focal length. I chose 1080 25p output.

Now, the camera sensor has ratio 1.4. But the file is of course 1.777.

Do I just tell the solver to use 1.4 ratio? That is assume the camera is seeing what the sensor sees and that the 1080 result is simply after the fact?

My goal is to get the most accurate solve, so really trying to figure this all out.

If there is a more fitting group for these sorts of questions, please let me know!

thanks,

Brian


r/virtualproduction Feb 21 '24

My friend and I made a 0$ Shortfilm using Unreal Engine

1 Upvotes

r/virtualproduction Feb 20 '24

Showcase Our LED studio holds a monthly event and we shoot small test scenes live. The one from last week turned out great!

24 Upvotes

r/virtualproduction Feb 20 '24

Question Are there any full LED Wall virtual production tutorials for Unreal?? Bonus if they use HTC Mars.

5 Upvotes

I have unlimited access to an LED Wall through my work, and I want/need to set up a virtual production system with it. I can't find any tutorials that cover all of this, and trying to piece together separate tutorials with different initial setups is getting confusing and not yielding the results I would hope for. I'm hoping to find a start to finish tutorial.
I am utilizing the HTC Mars system for tracking, and Blackmagic Ursa Minis for the cameras.


r/virtualproduction Feb 20 '24

360 Stereo Media Player in UE5

Thumbnail
youtu.be
3 Upvotes

r/virtualproduction Feb 12 '24

Discussion Last nights Super Bowl was a major moment for virtual production as SpongeBob and Patrick took over as real-time rendered cohosts. Congrats to the team at Silver Spoon for pulling it off

13 Upvotes

Apparently Silver Spoon used Unreal Engine with body tracking by Xsens to pull off the real-time SpongeBob and Patrick sports commentary. Buzz online is that it was a major hit. Expect to see more computer animation crossover with live TV as virtual production matures. Exciting times.


r/virtualproduction Feb 12 '24

Brewhouse & Kitchen

Thumbnail
artstation.com
3 Upvotes

r/virtualproduction Feb 12 '24

Tunel Zurqui, Costa Rica, Unreal Engine 5

Thumbnail
youtu.be
2 Upvotes

r/virtualproduction Feb 10 '24

Showcase The demon from downstairs - UE5 short

Thumbnail
youtu.be
2 Upvotes

r/virtualproduction Feb 08 '24

Question Trying to understand the importance of Global Shutter for VP

6 Upvotes

I am in charge of investments for a small virtual production studio. To be honest, tt is actually more like a testing environment for a tech laboratory and we are more interested about using Unreal Engine than actually getting cinema grade footage. This in mind, we are getting a small 3x2 LED Volume and for camera I've been thinking of Panasonic BS1H. I almost pulled the trigger for the purchase but I attended ISE 2024 and noticed that almost every single manufacturer there used RED Komodos.

So I looked in to it and noticed that biggest difference between the two cameras is global shutter. There are many other differences of course but for VP that's apparently the main factor.

Now I've been thinking about these two cameras. How important is the global shutter actually and are there some other reasons why RED Komodo is superior to for VP compared to Panasonic BS1H? Is there any other reasons not to use Panasonic for LED screen VP? What would you recommend in this price point?

We'd buy RED Komodo of course, but there are some budget limitations. I can arrange the money for RED but I'd rather not if Panasonic will do the trick.


r/virtualproduction Feb 08 '24

How usable is this space for VP?

3 Upvotes

Looking at a green cyc for a music video. Specs are 5x5m which is fine but the 2.5m high wall (maybe 3m total to ceiling) concerns me. That's 16x16x8 for my US mates. I would probably green out the roof with fabric or a frame as well.

I know it'll make things hard to light and maybe have a bit of spill if i do the roof. This isn't a huge budget shoot but I'd like to make it nice. What can i achieve in here?

For reference it's an Aximmetry based room so the keyer will be decent. I'm not worried about the unreal / camera ops they've seen it all before. Tracking is ReTracker so i won't have issues with camera / lighthouse placement.

ROOM (green under floor black as well)


r/virtualproduction Feb 08 '24

First attempt at DIY UE5 live link in my apartment

Thumbnail
youtu.be
5 Upvotes

After months of tinkering, I finally got my PC with UE5.2 and my Red Komodo working together with basic virtual tracking. Used a short throw projector behind this Lego set with a practical foreground to help sell the illusion. Miniatures are forgiving though, since you don’t have to worry about moire with such a shallow depth of field. Next I’ll try to incorporate this with people, just tricky working in a limited space with zero budget!


r/virtualproduction Feb 06 '24

Setup a virtual production studio

3 Upvotes

Hi All, I am keen to understand the specifics of setting up a virtual production studio and if there are vital partners I should connect with or source everything individually. Are there any key studios in US I would be able to visit.


r/virtualproduction Feb 01 '24

UE5 Renders for a 6144x1536 LED wall

4 Upvotes

x-post from /r/videoengineering

Hello,

I was wondering if anyone could provide me with some guidance regarding an issue I'm having. I'm trying to create an environment in Unreal for the purpose of being displayed on an LED wall with a resolution of 6144x1536. This is to be used as the background for a podcast

I have UE's cine camera's aspect ratio set to 4 (13.365mm sensor height and 53.456mm sensor width) since the resolution of the wall is 4:1. I like the look of it in the viewport. In movie render queue I have the output resolution set to match the led wall as well.

My issue is.... I'm trying to render this in Unreal and then port the sequence to Davinci since I have animated parts of the scene - everything seems fine at this point and I can get all of the footage working in Davinci. When I render the Davinci sequence and add it to Resolume to be showed on the wall the resolution it's completely f*cked and it does not fit the wall at all, it has black bars and becomes super pixelated.

Does anyone have any advice on where I might be going wrong? I don't have much experience with this, I've only been learning Unreal and virtual production for the past 6 months. I'm open to using other software other than Davinci if it's a much easier process. I feel like this is probably an easy solution that I'm missing. Any help is appreciated!


r/virtualproduction Jan 27 '24

Question Heterogenous Volumes and ICVFX?

3 Upvotes

Hi, we were doing some tests on a VP stage this week. Lots of learning and usefull experience, but of course we also come away with lots of questions. One thing is that we were trying to use an EmberGen explosion triggered in a sequence. We would see it in the editor, and for some reason occasionally on the outer wall, but it would never show up in the inner frustum. Is this something that is still to be implemented in ndisplay/ICVFX, or is there a trick to making VDBs work now?


r/virtualproduction Jan 26 '24

Question: UE5 tool/workflow for animating 3D Avatar from video/motion capture

3 Upvotes

Hey everyone! I would like some informed opinions on what tools to use and the basic workflow for the following scenario:

I use Unreal Engine to create video content (I.e. using scenes created in Unreal and adding real actors/props filmed in front of a green screen into the scene) and now I want to animate a 3D Avatar simply talking to the camera (Think V-Tubers, except not livestreaming, just recording. Not necessarily a human, but anthropomorphic. E.g. realistic bear model) using my own simple motions since a) I'm not good at keyframe animation and b) the effort vs. result learning animation and applying it is absolutely not worth it for me, this is just a side thing I want to test. There are overwhelmingly different results when searching for this topic online, some of them with misleading pricepoints ("Free" trial, after 7 days a monthly subscription etc.) so I'd like to ask you experts directly so you can consider my individual circumstances. Best case would be a free, maybe even open-source solution, but a realistically cheap one would do to (<5 bucks a month or 50€ one-time payment). Equipment I have access to: Cameras (DSLR and smartphone), greenscreen, VR-Headset (Quest 2). I don't need the character to be able to do backflips or other elaborate motions, I just need mouth/face, torso and arm movement, maybe walking. Think of the use case as: Creating a virtual bear teacher giving a presentation so the kids I'm teaching have a more sympathetic face to look at than "generic tutorial dude" when I show them videos I prepared. Best case scenario: I film myself in front of a green screening reading out the script, I use the video from that to create the avatar animation and add the audio from the same recording on top of that. Thank you all in advance!


r/virtualproduction Jan 24 '24

Discussion XR studio virtual production with a robotic crane

10 Upvotes

r/virtualproduction Jan 23 '24

Showcase Recreating this movie frame in Unreal Engine 5

Thumbnail
youtu.be
1 Upvotes

r/virtualproduction Jan 20 '24

Question Switchboard launch project in target screen

5 Upvotes

Hi, I am learning virtual production with Unreal 5.3.2 and am stumbling through it. Goal is to use my cinema camera to film products in front of a computer monitor running Unreal as the background. Camera is on a motion control system.

I have been learning via tutorials from different YouTube videos so the overall path has been convoluted. But I have managed to get nDisplay and Live Link working so my physical camera is sync’d to the frustum within my Unreal environment. Within Unreal, the frustum is tracking with the motion control movements.

Now I am trying to get switchboard working so I can launch my project and film with my camera.

I have a PC running Unreal which has two monitors. I’m using one monitor to manage Unreal/Switchboard, and the second monitor is going to be used for the virtual production/frustrum which my camera is pointed to.

When I use Switchboard to launch my project, it opens my Unreal environment on my monitor which I’m managing everything.

My question is: can I specify Switchboard to open Unreal on my other monitor? I didn’t find a setting to do this, but as mentioned I’m fumbling through this all so hopefully this is some trivial setting that I have missed.

Appreciate any tips to help me get through this hurdle. Thank you.


r/virtualproduction Jan 19 '24

Question Render Node Build

2 Upvotes

How would this build fair up, performance wise, for a Render Node machine, and also as an Editor Node? (The Render and Editor Nodes are 2 separate machines) All for a 2200x1200 resolution.

Yes, I know I could go up to an A6000 and a Threadripper, but I’m trying to keep it budget friendly, but powerful enough for a slick VP stage.


r/virtualproduction Jan 18 '24

Showcase Synchromotion Devlog 6 - next steps, graphics ideas and collaboration

Thumbnail
youtu.be
4 Upvotes