May I share how I believe directing and shooting in a digital volume (360, light depth, VR etc) will begin to change how we make films and content, and ultimately tell visual stories.
I’d also like to invite other cinematographers, actors and directors to join me in embracing these new filmmaking techniques, today.
For I believe virtual production and volumetric filmmaking will give birth to a new age in artistic storytelling, but it will in the beginning at least, borrow heavily from seasons in the past, and take us back to another time in cinema history.
Firstly – If you agree, film is all about capturing a performance and managing how it is then retold, you’ll enjoy the future. For I believe virtual storytelling and volumetric capture will focus storytellers on the craft of performance, direction, and story. Here’s my thinking:
Examples of modern editing style in film and American cinema.
Some open-source VR engine options: Apertus VR / OSVR / GoDot / Annwvyn / take a look at those to start with. Which one to go for?
In our view, from looking at whats on offer GoDot looks good, but then take a look at Xenko. We soon came across Xenko, and due to their flashy graphics and showreel we got a little excited, take a look at the trailer video:
Open Source games engines.
GoDot have released a fresh third version update. Impatient users can put an end to 18 months of waiting by jumping directly to the Download page and start playing with Godot 3.0!
How to choose an open source VR engine / game engine.
Our best advice is follow the links from this post, then take a look at the social metrics for each option. Do they have a big supportive community? Do they include the API or source code access and publishing options you need?
For sure check out if they respond in, or even have a great support forum – these are the questions you’ll need to ask to evaluate if an open-source VR engine is right for your project plans.
Talking to many players in the VR production, all of them are trying to win a race to become the dominant VR platform.
But, without the open, shared and common standards that built the internet, how will we activate millions of developers and builders? Will the metaverse ever gain the open foundations for innovation that gave birth to the likes of Facebook, Apple and Google?
We explored the web for 6Dof (volumetric) video technologies and companies. As a virtual production system integrator, OSF bring 6Dof volumetric production technologies to locations, sets and stages worldwide. In this post we take a look at what’s out there in the volumetric video, VR video, and 6dof space.
Lets explore 360° 6DOF VOLUMETRIC VIDEO
We’ll be updating this post as we discover new players in the space, but for now here’s our run down of companies and technologies in volumetric video production.
Importing Mo-cap data to Marvelous designer results in the loss of the usual T-pose character model position. This makes designing the garments very difficult. So here’s the workaround to transition from the T-pose into your motion capture animation.
Thanks to Travis Davids for making this tutorial and to fvckrender for spreading the knowledge in the first place.
File under how machines learn, and why that auto-match in every colour correction software you’ve ever used, never works like you wish it did. Welcoming AI & Machine Learning to Colour Grading, a talk at the BSCexpo 2018, presented by Dado Velentic, from Colourlab.co talking here for Colour Intelligence.
Especially interesting for anyone that wants to understand the basics of machines learning and how we humans teach AI via human passive learning, to train the AI training bots to know when a colour grade is good or bad.
Back in the 90’s creating strategies for the likes of IBM, Dell and Cisco, I found out the importance of having a good channel strategy. Everyone in IT knew that…
Without The Channel the IT industry would not have been able to rapidly serve the demands of a global market with physical products and services.
I firmly believe that its time for companies in the VR space to think about their channel strategy. Ask this, are you a manufacturer of VR hardware, a distributor of VR products, a software company, a Value Added Reseller or System Integrator?
Why the VR industry needs to re-build The Channel.
Developed by OSF to educate Producers and Directors in new digital production techniques, the Immersive Production Spectrum illustrates the full spectrum of computerised content production.
Starting with live-action (digital) capture on the left, to augmented reality production (real-time VFX) in the middle, and fully computerised virtual production methods on the far right.
The Immersive Production Spectrum is not intended to pitch one technique over another. Instead, it acts as a loose roadmap to enable Producers and Directors to evaluate and employ new technologies within their content productions.