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Expect to see a lot more of this, this is exactly how we're developing the first computer-photographed feature film at Fohr.

We use Houdini's digital asset technology to seamlessly develop two version of each asset: one for the gaming engine, and one for the film-quality renders. We use the gaming engine to do all of the camera work, set dressing, initial lighting setups, etc. We can easily create any shot, just like Pixar does with their animated films. We use this ability to iterate on the story in the context of the fully edited film as we constantly increase production value in each scene.

Then, when a scene is solid, we move on to film-quality lighting and rendering. Our facial capture is done at 120fps with up to four RED Epic cameras, each with special stereo hardware we've developed (so up to eight 5.5 MP images are captured simultaneously 120 times a second). Along with the mo-cap data for actors, this allows us to finish the film entirely within the computer.

We're currently looking into Crytek's engine, and I guess we'll look into Source Filmmaker now too. It's a great time to be making films with the computer.

Sadly, the VC industry is completely dry in this area. I wonder what's up with that?




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