Great Stuff! I am really interested in tech, Some friends and I are trying to come up with a offline type solution to using UE4 in an episodic animation pipeline and being able to render GI in real time as opposed to baking it would go a long way to improving not just turn around time, but also improve shading quality throughout the pipeline.
For instance, I want to do a lot of lighting through emissives, not just because it generally looks better, but also to save a lot of setup time. Leaving lights available to add to the shots where necessary.
I have a thread going here (sorry not trying to hijack): Lighting and Post Experiments - Film, TV & Animation - Epic Developer Community Forums that shows the kind look we are going for, but it also highlights some of the limitations in the current method I am using. For example the characters which are skeletal mesh’s do not really cast any shadows. Since our goal is to treat UE4 as an offline renderer we can render scenes at a much higher quality, than a game would need since we are rendering frames to file for later playback and post work.
again great stuff!
Hope to see more soon!