Website powered by

Energizing Subsea Animation - UE4 Real-time Rendering

Legacy work done by me in 2018, a proof of concept animation of using Unreal Engine as a platform for successful animation creation. Specifically I did:
- Previz animation
- Environment creation
- Assets preparation
- Set dressing
- Landscape
- Material creation
- volumetric effects
- Lighting (Hybrid - Light baking + dynamic)
- Animation
- Actor animation
- Material animation
- Lighting\Post animation
- UI animation
- VFX
- Optimizations
- Render process
- Edit
-----------
Note: Animation does not include any Real time Raytracing.
-----------
Regarding Lighting
- Ray tracing in Unreal Engine was not yet production ready at that point so mostly rasterization technics were used
- Per shot changes (fakery :D ) were done regarding Lighting, Fog, Post to convey the desired idea
- Dynamic lights such as spot and rectangle lights were used to have additional control over what was needed to be in focus
- Dynamic Point lights were used to visually "connect" the yellow\blue emissive flow in the pipes with the surrounding geometry
---------
Regarding Optimization
- everything except for the necessary and visible through the camera objects were culled\removed for each shot
- only the visible through the camera objects were light baked
- per shot render settings were adjusted
---------
Regarding Render and Edit. Render was done via sequencer with TAA unfortunately, as Render Movie Queue was not a thing back than.
Video and audio edit was done in Adobe Premiere.