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Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

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Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#2
good explanation and i also wondered why many of the CGI effects today are so unbelievably bad - and worse than decades ago.

it still doesn't explain why it is done:

• why do directors and producers sign off effects that are just eye-bleeding bad?

• using a realtime engine to develop the effects, doesn't preclude using some real render-pass at the end to get a nice result instead of "game level graphics". a final render-pass can't be that expensive that ruining the movie is preferred? if 20 years ago a render-farm could do it, it cannot cost millions today, can it?

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#4
post #2

good explanation and i also wondered why many of the CGI effects today are so unbelievably bad - and worse than decades ago. it still doesn't explain why it is done: • why do directors and producers sign off effects that are just eye-bleeding bad? • using a realtime engine to develop the effects, doesn't preclude using some real render-pass at the end to get a nice result instead of "game level graphics". a final ren…

The reason is it's a hell of a lot cheaper and easier to work with, and in general enables things to be done that would otherwise be cost prohibitive.

(And AFAIK they do usually do a non-realtime run, but a high-end render going for maximum photorealism also requires a whole different pipeline for modelling and rendering, which would essentially blow the budget even more so)

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#5
post #2

good explanation and i also wondered why many of the CGI effects today are so unbelievably bad - and worse than decades ago. it still doesn't explain why it is done: • why do directors and producers sign off effects that are just eye-bleeding bad? • using a realtime engine to develop the effects, doesn't preclude using some real render-pass at the end to get a nice result instead of "game level graphics". a final ren…

> • why do directors and producers sign off effects that are just eye-bleeding bad?

It's a bit cheaper.

> • using a realtime engine to develop the effects, doesn't preclude using some real render-pass at the end to get a nice result instead of "game level graphics".

It's probably a bit expensive in terms of effort or processing-wise.

In both cases you aren't ruining a movie. You're just making it more mediocre. People rarely leave cinema because CGI is mediocre.

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#6
It's a video game engine. It's got a ton of optimisations and tweaks to make it run in realtime, but if you're making a movie there's no reason not to spend hours rendering each frame. You don't need to optimise meshes at a distance, or use real-time raytracing with noise reduction rather than just simulating a thousand bounces or limit yourself to 4K textures, you can use as many particle effects and simulations as you'd like. You can't do this with a game engine though - Unreal does have the ability to render out video but it's not going to be the same fidelity.

I didn't think they were actually using the video straight out of the Volume though - my assumption was they'd just use it to make sure the lighting reflected on to the actors nicely and then redo the CGI elements with something else.

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#7
I'm really confused at that take. If you watched the Corridor Channel on YouTube, you can catch a lot of times that Unreal is treated as a draft, or the on-set reference, and gets replaced almost always, before shipping the final. Something doesn't add up here.

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#9
post #7

I'm really confused at that take. If you watched the Corridor Channel on YouTube, you can catch a lot of times that Unreal is treated as a draft, or the on-set reference, and gets replaced almost always, before shipping the final. Something doesn't add up here.

There are definitely movies and TV shows now that are using unreal for the final render. But mainly because they can't afford anything else.
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