[PAID][CONTRACT] Consulting for a UE-based nonphotorealistic rendering tool

Hi, I’m working on a system for doing a compositing-based nonphotorealistic rendering workflow directly in UE. A version of the system exists, and is being used for an Epic Megagrant-funded project right now. However, the current system is entirely Blueprint-based, and built on top of Composure. It delivers all the functionality we want, but because it relies on a separate Composure render element for each render pass, it’s pretty inefficient, and can easily drop below 24fps with particularly complex composites. A short description of an earlier version of this system can be found here: https://www.justtodosomethingbad.com…/7/skunk-works

In principle, it seems like the same functionality could be achieved with a custom shading model writing all the necessary passes directly into the GBuffer. It’s also possible that having the system running in slightly less then real-time wouldn’t be a problem if it were possible to buffer frames for playback in Sequencer (since this system is intended entirely for linear production and would never run in a game). There may also be other possible solutions I haven’t considered. In order to gauge how difficult/viable these systems would be to implement, I’d like to consult with someone with the UE graphics programming experience I lack–ideally, someone with both experience modifying the UE editor with C++, and with the internals of UE’s render pipeline.

While funds are not high, I’m happy to pay hourly for advice and expertise–requirements gathering is a real job and I don’t expect people to help me with it for free. If a more advanced version of the project goes forward, there may well be a more substantial contract, but I can’t say at this time how likely that is to actually happen.

Hey there,
Lets chat: leontev.petr@gmail.com