I am quite excited exploring these new features; “Context”, “Basic Sequencer Control” and “Seq.Cam”
Set assets: “Medieval Dungeon” by Infuse Studio
Music: Boreís by Antionetta
This is what I was speaking about before; to have the chance to load a migrated sublevel to add some “Context” to the models.
I wonder if you find this feature useful, would love to have some feedback about it .
Possible evolution paths are:
Ability to switch on the fly between set lighting scenarios
Switch between different scenarios/sets
Rotate set around Models ???
Indeed it came out to be a lot easier than I expected, thanks again to other two kind youtubers that shared their knowledge with us.
“Basic Sequencer Control”
The sequencer basic control was a much tougher nut to crack dou… But still, very happy that I did achieve this, as it is gonna help me to evolve to some other target features having this foundation.
Which is nothing more than the camera inside the active sequencer, with a couple of manual focus keyframes, set up in editor.
Republic was born as an UE4.26 project with a single button that was turning on and off a light over a plane, using my beloved, but outdated, ASUS ROG laptop NVIDIA GTX 960M. Mixed with the very basic “UE4 - Real Time Turntable” project I did around a year ago. At that point I got the “unreachable dream” of doing my own lighting tool, which I could use as a very modest “Pipeline Solution” to help me light and render a short film or at least some shots in a way I could have some fun making character lighting. Now even if this is still light years away from happening… I can see it, somehow, becoming a reality in a distant future, very very far away, but… it may even be possible!
Please, do not judge me too hard about the set lighting and design in the video, it is a pretty old project I used for a VR demo I was doing for the Oculus Quest 2, and my very first attempt to create a level using modular assets. Adapted it as quickly as I could to UE5 Lumen. Torches and the fireplace do not have any color or intensity variations, and overall, it is really “monochromatic”, still, serving my purpose for the demo by now.
It is really nuts how well characters are integrated by lumen´s GI, to the point that it will probably become a problem for a quite picky lighter like me. I wonder if EPIC is gonna surprise us again with some “GI blocking” solution, so we can fine tune it over characters or in the set, through shaders or with gizmos similar to the “ColorCorrectRegion”.
Here are the youtubers from I have learned to implement the “Context” feature. Thank you guys!!!
3D Education with JC