Since each shot is its own sequence, spawnables will only exist for the duration of a shot, making it easier to manage these Actors.Īn example of a spawnable Actor can be seen in Shot TF0020_01 (Shot 2). These are used extensively in several shots throughout the Slay sequence in order to address problems unique to each shot. Spawnables are Actors that are spawned and typically exist only for the duration of a single sequence. You can manually preview the higher-resolution Landscape Level by navigating to the Levels panel, enabling Terrain_TF0010, and disabling Terrain. In this case, the Level containing the lower-resolution Landscape for use when inside the Temple is hidden, and the Level containing higher-resolution Landscape and other assets is displayed instead. With the Level Visibility Track placed inside the shot, it will evaluate only for the duration of the shot. The Level's visibility is controlled by the Level Visibility Track, and can be seen in shot TF0010_02 (Shot 1) Because of this unique angle, it was necessary to create a custom Landscape and assets for a Level that only is visible for the duration of Shot TF0010_02. The first shot of Slay is an exterior view of the Temple. Additionally there are Audio Tracks for playing audio that has been timed to the sequence edit, and a Fade Track for controlling the fade to and from black.ĭouble-click any shot to open and view its contents. In the Master Sequence TF_Edit, you can see all the shots arranged in the Shot Track. This setup allows for quick modifications to the sequence as a whole, as shots can be edited, trimmed, and re-arranged, just like in any non-linear editing software. This was done so that each shot contains all necessary content for that shot only, rather than a larger single sequence. The Slay sequence was created using Sequencer and its Shot-Based workflow. Grass and other foliage placed in the gardens and other areas. Location or era-specific props placed around the Level. You can view some of the Quixel Megascan assets used in the Slay sample by navigating to the Quixel Megascan website. Using Quixel Megascan assets in your project can save time and resources when creating large environments. These assets were used in Slay to provide background details, props, and foliage. The Temple Level was built using a combination of unique assets and Quixel Megascan assets. Select the Camera button on the Shot Track to look through the Cameras for each shot, and click the Play button to play the sequence. You can see the multiple shots used to assemble the full sequence in this view. This will open the Master Sequence for the Slay cinematic. To view the Slay sequence, click the Cinematics button in the main toolbar and select TF_Edit. You should now see the temple_P Level in your viewport. Open your new project in the Unreal Editor. Scroll down the page to the Slay sample, then click Free to add the sample to your Vault.Ĭlick Create Project and follow the on-screen instructions to download the Slay sample content and start a new project. Open the Epic Games Launcher, click the Unreal Engine section, then open the Learn tab. To set up a project with the Slay sample, follow these steps: When opening the project or Level for the first time, there may be a long initial load time as numerous assets are loaded and compiled for the first time. It requires at least an Intel Core i9 Series processor and GeForce RTX 2080 Ti, or similar. The Slay sample content is a graphically intensive scene. This document provides an overview of how to view the Slay sample, as well as the workflows and production techniques that were used to create it. The Slay sample, built by Mold3D Studio, was created to demonstrate techniques, rendering features, and workflows that can be achieved when considering virtual production in Unreal Engine. Virtual production is supported in Unreal Engine through the use of various cinematic tools, rendering features, and workflows.
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