It feels very natural to me, the procedural workflow suits me. Still, there is a very long way to go, I still feel like a child when I am working with it.
THANKS!!!!!!!! the crying would be great, the other day was challenged to get it sweating... so might be useful and coincidence, me also starting with niagara experimentation! Thanks a lot for pushing us forward
The Movie Render Que must remain as it is in UE 5.3. Layers + menus are simple. Nodes + graphs are complex. The vast majority of filmmakers and cinematic creators / animators are independent one-man-bands and are used to simple timelines, simple layers and relevant options / properties / settings menus. Timelines, layers and menus do not need to be explained. Nodes and graphs require explanation. The primary independent filmmaking software stack (Adobe Premiere, Adobe After Effects) functions roughly similarly to the Movie Render Que experience in UE 5.3. Adding a node-based workflow in UE 5.4 as an OPTION is fine. DaVinci Resolve uses nodes and many love it. But it is way less intuitive. Way less obvious. Complex node workflows require you to think about what you want to do and how you have to try and make it happen. Simple layer / menu workflows let you just start exploring and going for it right away. Nodes are technical, and they match the way many developers work. Layers / menus are directly intuitive, and they match the way creative artists work. To the greatest extent possible, I and all other artists who use and love UE would like for UE to be as artist-friendly as possible, wherever and whenever possible. The magic of UE 5+ for me is that it empowers me to create amazing artistic experiences while remaining an artist. UE is a super complex and powerful program, so working and/or thinking like a developer will always be required at times. But more often than not, when creating in UE 5.3, I am 85% artist, 15% developer. That is a balance with which I can happily live... 😊
You missed Nuke, the compositing software still used by industry professionals. That is node based. I am poor, so I use fusion, which as you say is node based. The node based approach will allow creative configurations that are not immediately obvious at this time (source: guess).
hope 5.4 will have a reliable workflow for cinematic. did you say ti export, multiple shots at the same time (stack of shots). i don't speek about render multiple camera...
In the last part of the video you show a face made of beads -- is that just the interface or is that a special material? I'd like to render a character like that. Oh, and thanks for the review of the new Render nodes.
Have you noticed that the metahuman plugin is not in 5.4? Any ideas why that would be? I dont have any of the animation options like "Metahuman Source" or "metahuman Profile."
@@Jobutsu I figured it out, it was not in the plugin menu because the plugin needed to be updated in the marketplace. Metahuman is unique because you have to install it to the engine. Once you upgrade to 5.4 its need another install.
Thank you. May I ask, how do you treat camera cuts in sequencer? Do you put all your cameras into one sequencer; like you would in Maya? Or, do you use a sequencer for each camera; giving you many sequencers?
Bit dissapointed with 5.4 if that's all they've done to metahumans, added ear bones and in the process mucked up previous versions so they are now incompatible with 5.4. Have they removed the old render movie cue? Or can it still be used? I don't like the node system myself. If I just want to render quick I find the current version good. Going through a lot of complicated nodes is time consuming and confusing for me as a learner. Think I'll stick with 5.3 for now. I'm waiting for a more stream lined approach to joining heads to bodies, more hair variations available and a bit more custom editing capabilities in the metahuman creator online editor. These would be what I would call an update to metahumans and metahuman creator. Also address some of the bugs. Maybe a few more metahuman clothes variations too.
1. We have not seen yet what Methumans v3.0 are in Metahuman creator ! 2. Old way is still good, this is extra for people who wish to create custom render setups.
@s.patterson5698 Agreed. For a start, you have to know what nodes you are looking for in the first place and its not a very intuitive node system. I'm constantly watching tuts.
@@Jobutsu well they mention complete refactor of existing landscape system, that too me is a big news if they done anything on it. Supposedly they gonna move to voxel technology that would allow overhangs, caves, and more detailed landscapes that can be sculpted right inside UE5. Can you take a peak and just see if anyone has been playing with anything landscape related?😊
Hey Jobutsu, love the channel. I've got a metahuman question that I'm hoping you'll humour! I've been struggling for almost a week to find a way to do complex collision on a metahuman so I can run a simulation of a gold chain necklace on the metahumans bare chest - dumb idea right? I've been battling multi-convex hulls in the physics asset but it's not great. Is there any other way you know of to do more complex, per poly collision on a metahuman mesh with simulation? I figured if anyone might know it would be you. I was prompted to ask because the crying tutorial looks like it uses more complex collision on the metahumans face! Hope you don't mind me asking 🙏🙏🙏 I'm losing the plot and the internet has scarce info
My work is not collision based, well not primarily. I am no expert but if I had to solve a problem like that, I may look outside the engine and then bring it back in.
As a houdini user, I respectfully disagree on your movie render queue opinion. I understand procedural workflow provides better functionality but MRQ is best suited default way with the panels and buttons.... making it node based doesn't make sense since we just need to do rendering at the end of the project. Ppl are already making epic cinematics with default MRQ + external post processing.
Thanks for sharing, hope you can do more tutorial about sequence setting topic
Thank you for the MRQ BPs preview! UE5.4 can't come soon enough! I'm already here wiggling my ears in anticipation! :D
Woah, that crying metahuman looks awesome. Whatever you can release would certainly be enlightening. Looking forward to it.
That sneak peak of what's next got me super excited! Really hoping you end up releasing that tutorial. Lovely work as always.
Congratulations on taking the leap into Houdini! Im sure you see how limitless it makes our work feel. Especially with Unreal knowledge.
It feels very natural to me, the procedural workflow suits me.
Still, there is a very long way to go, I still feel like a child when I am working with it.
I love the shot at 21:02 !!! Adding a view more effects for some stunning surreal shots.
It is a texture based effect, driven by live mocap data.
Brilliant. Thank you so much for all the hard work to show us what is coming in 5.4 🙂
I"m glad you will be covering niagara stuff, because i think it has a great potential !
I agree !
Wonderful! Especially the node based approach to the MRQ!🎉
THANKS!!!!!!!! the crying would be great, the other day was challenged to get it sweating... so might be useful and coincidence, me also starting with niagara experimentation!
Thanks a lot for pushing us forward
im watching ALL your videos now after u helped me fix this one issue i was having so easy
Great Rundown, thanks for this. Very insightful
Thanks for your investigations, I'm eager to see your next videos !
Great news today. Thx for sharing.
I think Unreal Engine is so amazing and is improving so quickly because they have at least one alien in their basement.
jThe alien's the one that insisted on making the ear bones, they're just into that stuff
Tim Sweeney is the alien inside their ranks 😊
The Movie Render Que must remain as it is in UE 5.3. Layers + menus are simple. Nodes + graphs are complex. The vast majority of filmmakers and cinematic creators / animators are independent one-man-bands and are used to simple timelines, simple layers and relevant options / properties / settings menus. Timelines, layers and menus do not need to be explained. Nodes and graphs require explanation.
The primary independent filmmaking software stack (Adobe Premiere, Adobe After Effects) functions roughly similarly to the Movie Render Que experience in UE 5.3. Adding a node-based workflow in UE 5.4 as an OPTION is fine.
DaVinci Resolve uses nodes and many love it. But it is way less intuitive. Way less obvious. Complex node workflows require you to think about what you want to do and how you have to try and make it happen. Simple layer / menu workflows let you just start exploring and going for it right away.
Nodes are technical, and they match the way many developers work. Layers / menus are directly intuitive, and they match the way creative artists work.
To the greatest extent possible, I and all other artists who use and love UE would like for UE to be as artist-friendly as possible, wherever and whenever possible.
The magic of UE 5+ for me is that it empowers me to create amazing artistic experiences while remaining an artist. UE is a super complex and powerful program, so working and/or thinking like a developer will always be required at times. But more often than not, when creating in UE 5.3, I am 85% artist, 15% developer. That is a balance with which I can happily live... 😊
You missed Nuke, the compositing software still used by industry professionals. That is node based.
I am poor, so I use fusion, which as you say is node based.
The node based approach will allow creative configurations that are not immediately obvious at this time (source: guess).
Finally! Metahumans can wiggle their ears!
you are a genius... i love ur videos and ur ideas
I'm so glad you find the videos helpful
Xlnt tut. looking fwd to see what you cook up with Houdini..
awesome thanks :)
Thanks for the great video. 🎉😊
great, just what we need more bones on the metahuman, really gonna be great for performance with games.
Thank you :)
Great video. Could you also do a video about the new mover 2.0?
I will look into it. If I can, yes I will.
@@Jobutsu great 👍
@19:50 you started typing EAR and it matched MORE than the simple control rig. Then you finished typing EARS with no match and moved on...
hope 5.4 will have a reliable workflow for cinematic.
did you say ti export, multiple shots at the same time (stack of shots). i don't speek about render multiple camera...
It may be possible.
@@Jobutsu sorry for misspelling : have you seen an option to render stack of shots (i mean shots that are filming the same subsequence) ?
I understood, I have not had the time to test but I think it could be possible.
@@Jobutsu thx i'm downloading the 5.4 and will make some test. so many tools, that could be cool to have for cinematic artist.
Hi Jobutsu. "Old" Metahuman have the same "ear_up" controls in UE5.3. So the question still remains what they changed there.
Maybe extra bones ? I will do more digging.
In the last part of the video you show a face made of beads -- is that just the interface or is that a special material? I'd like to render a character like that. Oh, and thanks for the review of the new Render nodes.
Here is the tutorial:-
th-cam.com/video/22m54U7hrXs/w-d-xo.html
im not a fan of that node graph approach to movie render que, i hope they keep the one we have now as an option
I think it is more of an extension to what exists now.
Have you noticed that the metahuman plugin is not in 5.4? Any ideas why that would be? I dont have any of the animation options like "Metahuman Source" or "metahuman Profile."
I do not understand the question.
Is the "Metahuman Project Utilities" plugin enabled in your project ?
@@Jobutsu I figured it out, it was not in the plugin menu because the plugin needed to be updated in the marketplace. Metahuman is unique because you have to install it to the engine. Once you upgrade to 5.4 its need another install.
Happy you resolved the problem !
Thank you. May I ask, how do you treat camera cuts in sequencer? Do you put all your cameras into one sequencer; like you would in Maya? Or, do you use a sequencer for each camera; giving you many sequencers?
You can do it both ways. A master shot track can be built using many shots/sequences.
Each of those sequences/shot could contain many cameras.
@@Jobutsu May I ask, do you happen to have a video for this method?
Bit dissapointed with 5.4 if that's all they've done to metahumans, added ear bones and in the process mucked up previous versions so they are now incompatible with 5.4.
Have they removed the old render movie cue? Or can it still be used? I don't like the node system myself. If I just want to render quick I find the current version good. Going through a lot of complicated nodes is time consuming and confusing for me as a learner.
Think I'll stick with 5.3 for now.
I'm waiting for a more stream lined approach to joining heads to bodies, more hair variations available and a bit more custom editing capabilities in the metahuman creator online editor. These would be what I would call an update to metahumans and metahuman creator. Also address some of the bugs. Maybe a few more metahuman clothes variations too.
1. We have not seen yet what Methumans v3.0 are in Metahuman creator !
2. Old way is still good, this is extra for people who wish to create custom render setups.
@Jobutsu ah, so there maybe more updates to come.
Glad the old way is still there too. 👍
@Jobutsu Glad to hear the old way is still include. As a newbie, the node system is still confusing....it's like writing code.😊
@s.patterson5698 Agreed. For a start, you have to know what nodes you are looking for in the first place and its not a very intuitive node system. I'm constantly watching tuts.
Have they done anything with landscapes? Can you check that? :)
Anything particular you are looking for ?
@@Jobutsu well they mention complete refactor of existing landscape system, that too me is a big news if they done anything on it. Supposedly they gonna move to voxel technology that would allow overhangs, caves, and more detailed landscapes that can be sculpted right inside UE5. Can you take a peak and just see if anyone has been playing with anything landscape related?😊
where is MHA in ue5.4? Cant creature a capture source, cant use the workflow from ue5.3
the process may have altered over time.
nice
Does the render queue remember the render list when you close unreal and restart
Good question. I do not know.
20:11 so funny. I can't stop laughing.
Not gonna lie, I went through this whole video for the Metahuman update info… and it’s ear bones… wah wah…
Thank you!
But you will have to pay as non-game user starting this April, right? Something like $2K p/a?
The threshold is earnings of $1,000,000, I believe.
Hey Jobutsu, love the channel. I've got a metahuman question that I'm hoping you'll humour!
I've been struggling for almost a week to find a way to do complex collision on a metahuman so I can run a simulation of a gold chain necklace on the metahumans bare chest - dumb idea right? I've been battling multi-convex hulls in the physics asset but it's not great. Is there any other way you know of to do more complex, per poly collision on a metahuman mesh with simulation? I figured if anyone might know it would be you.
I was prompted to ask because the crying tutorial looks like it uses more complex collision on the metahumans face! Hope you don't mind me asking 🙏🙏🙏 I'm losing the plot and the internet has scarce info
My work is not collision based, well not primarily.
I am no expert but if I had to solve a problem like that, I may look outside the engine and then bring it back in.
@@Jobutsuthank you, appreciate your help, I will look into blender
I hope they move niagara to node based system as well
Modules are already node based ?
@@Jobutsu yes, but the workflow is presented as emitter stacks when they could be just like embergen.
Many thanks very helpful
As a houdini user, I respectfully disagree on your movie render queue opinion. I understand procedural workflow provides better functionality but MRQ is best suited default way with the panels and buttons.... making it node based doesn't make sense since we just need to do rendering at the end of the project. Ppl are already making epic cinematics with default MRQ + external post processing.
Well then its a good thing everyone has is own workflow
So you can disagree but doesnt make it the best way for everyone
Its thag simple
Can't even package custom metahuman
Seems like a common complaint.
Not a fan of the node. Hope they allow the current option still
Lets hop so.
more overcomplicated
By the way these metahumans are j7st bland. We need some goodlooking boys and gals.😊
98% of real world humans are bland.
@Jobutsu That is true 👍 ....but it would be nice if they give us a couple spices in both genders 😃