Looking forward to our trip to Vancouver, one of the largest VR/AR production hubs in the world and home of our Canadian Partners. We can’t wait to see what virtual production gems Vancouver has to offer.
On-Set Facilities CEO Asa Bailey helms virtual productions both on-set and in the cloud and since the pandemic hit, he’s never been busier. In this post we sit down with Bailey to try and extract more about his work as a Virtual Production Supervisor. This post has been updated.
The Varjo XR-3 is a enterprise level HMD (head mounted display) System that provides high end, high fidelity AR and VR experiences. The XR-3 is one of the most advanced headsets on the market with a extensive specification allowing for up to 2880 x 2720 pixels per eye and refresh rates of up to 90Hz.
Epic Games released Unreal Engine 4.27 last month bringing buckets of new features and updates across all sectors. Today we’re looking over the In-Camera VFX pipeline which has had numerous changes in UE4.27, improving both usability and performance. The new version of In-Camera VFX replaces the need of manually configuring config files externally and now presents users with a new interface within the engine to configure layouts, pixel pitches and projection policy’s.
Ndisplay Config Asset – This’ll be the first of new Ndisplay related asset you’ll use it’s found under Ndisplay in the content browser. Ndisplay Config Asset will be where you configure your stage setup and what you’ll use to bring your stage into levels and scenes.
Ndisplay 3D Config Editor – This is the replacement for the previous .CFG config file which was created externally and provided the engine with important parameters like Projection policies, viewport and node configurations. Now the Ndisplay 3D Config Editor does all of the above and provides new features allowing for easier visualization. The interface is broke into 4 specific tabs and a details panel.
- Components – Showing the imported static meshes, frustum camera and sync tick components added to the config uasset.
- Cluster – This tab visualises the cluster layout and hierarchy. Showing specific viewports and their dedicated server.
- Output Mapping – Output mapping provides users with a visualization of the output canvas in relation to the inputted pixel resolutions, whilst also demonstrating which server renders each viewport.
- Configuration Viewport – this tab allows a simple visaulistion of the stage itself and allows users to place the stage’s location accurately in relation to the real world.
Switch Board – Switch board now stands in for the previous Launcher and listener apps whilst also adding a range of new user friendly features. These features include the ability to connect, launch and monitor all running nodes.
What it’s like to see yourself inside the metaverse? From day one we’ve had a fascination for exploring ways to transcend physical space and put people into digital realms.
Now, in our connected world we have The Convergence, the point in time that we see the coming together of multiple live and recorded data streams, transporting metadata, video, audio, depth and more. All this live data is now available in real-time, all open to developers and UX designers, powered by a new generation of local low-latency computing. Plus the network too, via LAN, at the edge via 5G, and in the cloud via super-fast broadband.
Today Ryan Bellgardt and Emily Taylor from the Oklahoma-based Boiling Point Media visit the ARRI Creative Space for a meeting with On Set Facilities Strategic Partner Elektrashock/OSF. Producer/VPS Darnell Williams, founder of On Set Facilities Strategic Partner Elektrashock/OSF, meet at the ARRI Creative Space in Burbank.
In a move that signs the company moving into the broadcast space, Disguise have lured Gideon Ferber away from Ross Video. In his new role Gideon takes on the tittle of Product Director, Broadcast.
Who’s behind the Disguise.
Not so long ago Epic Games bought a 5% stake in Disguise and the company also bagged a juicy round of VC funding. But this injection means the media server business must now strike out, grow sales and enter new markets. Disguise also attracted Phil Ventre from Ncam earlier in the year, the company succeeding in pulling together an impressive bench of Broadcast industry insiders.
But broadcast is a funny business full of political intrigue and mischief as vendors line up for permanent install gigs and shows. Having the right connections is key to getting in line early on in the project life-cycle. Looking at the Disguise web-site their historical examples of broadcast, showcase a bias towards live event style shows such as big music awards shows.
Looking at the broadcast VP market.
It will be interesting to see how or if, Disguise will wrap up Unreal Engines studio based virtual production features into some sort of paid for software offering for virtual studios or if they will stick to the big live show formats. The virtual studio broadcast space is very mature, with software and hardware from the likes of Brainstorm or Zero Density.
All these broadcast virtual production solutions, including Ross Video’s own Lucid Studio offer broadcast virtual studio operators with a single usable interface for controlling fully virtual studios. The tools include easy ways for operators to create real-time chroma masks, or live integration of outside data sources, and controlling graphics and 3D AR elements.
Unreal already has these broadcast virtual studio style features, all available natively in-engine and these broadcast virtual solutions simply wrap them up and make them more usable. All the above virtual broadcast studio software, including Unreal Engine all run on Windows PC architecture.
SpeedTree is coming to Unity 2021.2
Unity has today announced its acquisition of Interactive Data Visualisation, the company best known as the creator of SpeedTree. The current plan is for the SpeedTree technology to become more deeply integrated into the Unity ecosystem over time, starting with the engine’s upcoming 2021.2 release.
As explained by Unity’s R&D SVP Ralph Hauwert, “creating natural, organic-looking environments is currently a costly and labor-intensive process. If you’re pursuing a high level of detail and realism, the process of manually creating one tree – not to mention a forest – can take upwards of four months.”
SpeedTree aims to accelerate that process.
When the UE mothership sings the virtues of virtual production.
Unity Technologies add’s GODBOX computers to Unity verified solutions and pull OSF, the Welsh computer company, under its big-tech wing.
OSF low latency computing technology, including the GODBOX workstation, servers and real-time cloud production solutions, are all set to serve as the Unity real-time computing platform. Real-time production is seeing a huge uptake in many industries as companies look to empower remote workforces and move to more efficient, greener, and better ways to work. Sales show real-time production is seeing multi-industry adoption, with media and entertainment, architecture, design, manufacturing and medical applications taking the lead.
More news to come from OSF and Unity.
An official press statement will be made in the coming weeks, but for those of you close to the OSF fire, you can take a look at the OSF solutions page, at Unity.com that went live today.
Our Unity day deserves a mark in our company history.
The OSF GODBOX low latency real-time computing platform is now LIVE on the Unity official web site. Not only that, the GODBOX is the first ever computer platform to be officially awarded verification by Unity Technologies. As Unity Verified Solution Partners OSF who manufacture GODBOX computers in the UK and USA, joins the likes of SONY, HOUDINI and Vrjo. You can see all the Unity verified solution partners at the Unity Verified Solutions Partner page.