Kanał: Coverop
I meant to upload this on Halloween but I didn't manage to do It on time. Also I realized that I completely forgot to add sound effects while working in UE on this project. Happy (late) Halloween. ----------------------------------------------------------------------------- This project was supposed to be rendered in Path Tracing...
Small test. Originally I was planning to make it a bit longer (like add a shotgun pump scene , open elevator scene). Unfortunately, there was a problem with the frame rate while rendering the sequences. =================================== 1920x1080 30FPS Path Tracing, 1000 samples ~3-4 hours
This was a good challenge. I'm aware there are still several hiccups and feet floating in the animation... but due to the other project deadline, I had to finish It. ====================================== Mocap - Xsens Render resolution 1920x1080 Render time ~4min (LUMEN) ====================================== Software used Blender Premiere Pro Xsens
Just sparkles. ------------ I really need to upload more often.
This is a shitpost to ongoing UNITY stupid decision to make developer PAY per installs.
This project should have been completed two weeks ago.... I have made a lot of errors in this project but I also learned a lot. The worst part for me is the editing part, especially when IT comes to sound effects. I have quickly slapped some mocap animation without cleaning It much. ------------------------------------------------------- No Lumen. No Path Tracing. Just regular Deferred Rendering.
Short test involving VDB I have used Unreal Engine 5.03 Preview 1 to see how well It performs with VDB smoke particles. I hope Epic will Improve and fix issues that VDB currently has. -------------------------------------------------------- 806 Frames 3480x2160 Rendering time: ~ 15 minutes RTX 3080 -------------------------------------------------------- Special thanks to PRUU for the shader!
Lumen power. I managed to crank up some commands to actually avoid pesky black spots / flickering When I was rendering Path Tracing version, I forgot to enable lighting in 2nd part of the corridor (0:11). I have fixed It in this rendition. --------------------------------- 513 frames 1920x1080p ~2 minutes? 3080
A short clip presenting the insane power of Path Tracing. The biggest disadvantage Is the rendering time cost. ---------------------- This scene is lit with emissive materials and three rectangular lights that are pointed at the character. ---------------------- 513 frames 1280x720 225 samples Rendering time = ~1h 20mi RTX 3080
This shot took me way longer than It should have... and the result is still terrible. Unreal Engine 5 crashes way too much to actually do stuff INSIDE. I have used iPhone to control camera and my god... this shot took more than 40 takes to make It seem look "OK". ---------------------------------- Blender seems to have problems with rendering Image Sequence that has 4k resolution, the result produces weird jitters....
I felt ambitious to try and recreate this scene from darkSector but my mocap started to have issues and lost motivation to continue. Also, all of the recordings were done in my very tiny room. The range of motion was limited.
This whole project took me nearly 2 weeks. Decided to recreate a well-known Void room from Warframe in Unreal Engine using LUMEN for lighting & reflection. Most of the room is actually lit by LUMEN (white emissive material). Massive thanks to PVR and Puxtrill for helping me.
Hello. Thank you for still remembering me. 2560x1080 60FPS Decided to make a comparison between Deferred Rendering and Path Tracing to see how beneficial Path Tracing Is. Path Tracing is what I call a "Final Render" because It utilizes all aspects of Ray Tracing (Global Illumination, Shadow , Reflection , Translucency and more) Deferred Rendering is the standard game-render with some neat little tricks... Just to clarify I didn't make any modification to lighting/materials in Path Tracing.... this is how the engine renders.
Hello. Thank you for still remembering me. Here's a sample of utilizing Mocap and Unreal Engine power. 3440x1440 60FPS I was planning to render It with Path Tracing but the rendering time Is sky-high (will probably do It another time).
Mod Contest: https://www.contractorsvr.com/modcontest Here are links to my uploads: https://contractors.mod.io/konyotti-night2 https://contractors.mod.io/konyotti-day2
Drifter knows some tricks. The Coins can be seen in the hands of the Drifter in Gambit Mode, as the Drifter flips the coins, some disappear in thin air, while only One remains, deciding the fate of the guardians as who they shall be facing while playing competitively inside of the arena.
Note: This video represents full body tracking (HTC Vive + Vive Controllers + 3 Vive Trackers) I have become Excalibur Prime... in VRchat. Devices used: - HTC Vive - Vive Controllers - 3 x Vive Trackers Huuuuuuge thanks to Grim_2o0o for recording me. https://www.youtube.com/user/Grim2o0o Warframe VRchat
Reuploaded.
Watch it in 1080p 60 FPS Consider supporting my Patreon ----------------------------------------------------------------- Note: I've changed Intro and Outro because It felt outdated. I've become addicted to Overwatch. Everytime you play It, It feel different... but yet It has those BS moments. I had fun playing with Mogamu and TheFaitKo. Music: Epic western music - The Lone Wanderer Frenic & Anitek - French Mellow ----------------------------------------------------------------- Social media links Twitter ► https://twitter.com/Coverop...
Watch it in 1080p & 60 FPS ! ----------------------------------------------------------------- Expect more content soon! QUALITY over QUANTITY ----------------------------------------------------------------- Social media links Twitter ► https://twitter.com/Coverop Tumblr ► http://coverop.tumblr.com/ g+ ► https://google.com/+TF2Coverop -----------------------------------------------------------------