Behind the Scenes: Making of

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  • เผยแพร่เมื่อ 10 ธ.ค. 2024

ความคิดเห็น • 12

  • @marcatalyst
    @marcatalyst 2 หลายเดือนก่อน +3

    It would be great to see in-depth vantage scene breakdown videos of the sets used. Even share some of the files on your website to download for educational purposes.

  • @benhansford4290
    @benhansford4290 2 หลายเดือนก่อน +2

    This is my favorite favoriteness. Looks amazing.

  • @alejandro37-p5h
    @alejandro37-p5h 2 หลายเดือนก่อน

    More on Vantage/breakdown PLZ! so we can create something like that!

  • @studio2513
    @studio2513 2 หลายเดือนก่อน +1

    Vantage is most exiting innovation in years, Chaos should really focus on its further and EVEN MORE active development

  • @behrampatel4872
    @behrampatel4872 2 หลายเดือนก่อน

    The thing about vfx peeps...they never give up , they're always on the move (intellectually and literally) , resilient af and creative under pressure.
    Pretty sure there is a home for this stack on bigger VP shows. RT Game engine based VP will still continue to grow and thrive.
    Big hug to my vfx fam.
    b

  • @3dsmaxrocks699
    @3dsmaxrocks699 2 หลายเดือนก่อน +1

    Need a "making of" video of _this_ making of video.

  • @TDeneHudson
    @TDeneHudson 2 หลายเดือนก่อน

    Great stuff! It would be interesting to know the budget of the production with a cost breakdown (i.e. virtual stage, sets, props). I know a couple of people who have production ideas, and that information would be super useful.

    • @ChristopherNichols
      @ChristopherNichols 2 หลายเดือนก่อน

      It is hard to give actual $ amounts since so much depends on different productions. But one thing that might help is this. Many people involved, that have a lot of experience with virtual production done with other other methods, have said that what we were able to do in 3 days on the stage would normally be 4 to 5 days with other game engine methods. Take that as you see fit. In addition, the asset building was far more efficient as we did not need a big virtual art department just to convert all the data to run in a game engine. And finally, we used the exact same asset for all the post production CG which saved us more money in post production.

  • @3dsmaxrocks699
    @3dsmaxrocks699 2 หลายเดือนก่อน

    I legit thought James Blevins was M. Emmet Walsh.

  • @mohamedabelaziz6239
    @mohamedabelaziz6239 2 หลายเดือนก่อน +1

    unreal engine is better in this part because every thing is real time no need to buffer like vantage

    • @VladimirKoylazov
      @VladimirKoylazov 2 หลายเดือนก่อน +3

      Vantage was running in realtime on the wall. Nothing was buffered or precomputed.

    • @mohamedabelaziz6239
      @mohamedabelaziz6239 2 หลายเดือนก่อน

      @@VladimirKoylazov I am using vantge 2.5.1 and when I move inside it using Nvidia optix ai it buffers and with dlss ray reconstruction it is a real time but with poor quality when I try to go for dlaa(1x) the performance goes down like 10-15 fps so I can't really tell if the problem caused by my lack of knowledge about chaos vantage or this technology is in a new version and not released yet
      btw I am using rtx 3090