Unreal High Resolution Screen Shots
Unreal High Resolution Screen Shots
Approach:
The XR environment was originally envisioned as a glowing forest. To achieve this, I utilized the Unreal Marketplace to acquire a tree asset pack. Leveraging the existing albedo texture from the pack, I created a custom three-color combination material using material nodes to generate the glowing effect for the leaves. Additionally, I implemented material instances and foliage instancing techniques to efficiently populate the forest environment.
What went wrong?
During the load test, we observed significant frame drops on the LED volume stage (XR stage), primarily caused by the high number of tree instances in the scene. To optimize performance and maintain the desired frame rate, I strategically removed unnecessary tree assets and reduced the overall forest density without compromising the visual quality of the environment.
In the final recording, the limitations of the LED stage became evident, with the seams between LED panels becoming visible. This issue, compounded by the camera's inability to seamlessly integrate with the virtual environment, disrupted the illusion of immersion. These challenges arose due to inadequate on-set gaffing and lighting adjustments, which failed to harmonize the physical stage with the virtual environment, resulting in mismatched visual fidelity.
Behind the Scenes - Brain Bar point of view
GONE WITH SRV
Gone with SRV is a Student Music Video Directed by Camilo Saboya shot on the XR stage. I was responsible for the XR environment used on the stage in Unreal Egine 5.1