On-Set Facilities
Simul-cam Multilayer Compositing

GODBOX Simulcam Pipeline Integrates Multilayer Compositing

With the release of GODBOX Simul-cam pipeline V1.4.0 approaching in Q4, it’s time to run over the new and improved features available. The Simul-cam Pipeline has been developed to cover all of the latest real-time compositing and augmented reality needs whilst pathing the way for new innovation.

Real-Time Depth Perception

The GODBOX Simul-cam Pipeline now fully supports Real-Time Depth Perception. The GODBOX Simul-cams are now able to create high fidelity point-clouds in real-time merging both your physical on-set talent with the virtual elements within the engine. The real-time depth perception allows talent to move freely within virtual scenes without worry of foreground and background, our depth perception dynamically changes assets to render in front or behind talent depending on the relevant depth data.

We also harness the depth sense created point cloud to enable talent interactions with virtual objects. Talent now has a in-engine collider workflow allowing talent to interact with virtual objects, all in real-time with simulated physics.

Multilayer Point Cloud


Realistic Real-Time Reflections & Virtually Enhanced Lighting

The new GODBOX Simul-cam Pipeline will come with improved real-time reflections. The new reflection workflows are able to dynamically calculate the exact realistic reflection of talent as they move throughout scenes.

We’re now also able to process fully dynamic lighting and shadows onto our talent. This is done through a mixture of virtual lighting and shadow effects within the scene being rendered onto the talents point cloud mesh.

See these features in action with the demonstration here:


Data Recording for Post Production

Improvements to the data recording of the Simul-cam Pipeline has been developed further to now provide even more data for post production. Users now have the ability to record video, camera tracking, depth and point cloud data, all into a single file format. The previously recorded files can then be reopened in post directly into the desired Unreal Engine scene and re-ender, align and adjust any required element.