Hi there,
I am lead 3d at a studio in Auckland, New Zealand
I have been interested in using game engines for VFX production for a while now, and UE4 seems to be the one to give it a good go. So there are obviously some technical and methodological questions to get high quality Maya/Arnold quality rendering;
> Can texture / AA / lighting / shadowing / settings be pulled higher than their stock defaults?
> I’m assuming that if I play a level currently that is super heavy the engine will skip frame drawing as it tries to keep up with player input. Can I lock the engine to play every single frame regardless of how long the draw takes?
> Capture of the all frames in uncompressed Tiff/Exr/Tga etc… I can’t see any video capture devices working as they will constantly add 25 frames to the movie, even if the renderer is below 1 FPS. Is there a way to save output or even bake a texture from a camera every frame to disk?
> This may be a stupid question, but does UE4 have the ability to draw at 16bit? - not really an issue if not as iteration is immediate and we should be able to nail the colour in the level.
> Is geocache supported as part of the FBX plug?
> is 4K the largest texture size? Is it a hard limit or common graphics card limitation?
> Has anyone ever made an image plane for unreal similar to Maya’s? - I saw a link
Thanks for any information. I will be using a scene we just completed for an airline as a testbed. We made it with Maya/Arnold at around 13 minutes per frame 1080p. It consists of a high detail new airplane and a dome BG for reflections, so it’s fairly simple and the images can be compared.