Art of level design, and world-building with diminishing line between games and filmmaking. Innovation in technology with V-Ray based production or Unreal Engine level design and cinematography creating a new interactive way to interface with entertainment.
V-Ray or Unreal Engine based 3D content creation
PreViz and Look Development for games, metaverse, cinematics, entertainment, and education with real-time or near real-time rendering with thousands of ready-to-use 3D assets and vegetation.
V-Ray based Production
Rendering with Light Mixer adjustments, atmosphere effect, HDRI background with V-Ray Sun, and Filmic Tone mapping to create daylight and sunset variation with a single render. V-Ray Light Mixer allows tuning the dynamic range of front and backlighting in real-time using V-Ray with Maya or Cinema 4D. Other advantages of using Maya and V-Ray are true depth of field (DOF), more accurate subsurface scattering, skin shading, faster rendering, better Universal Screen Description (USD) compatibility. Alembic animation update while preserving shading:
Real-time color grading of a still image during the rendering process. After adjustment, the settings can be applied to sequence rendering:
A stylized, comic book or cartoon style rendering with V-Ray:
V-Ray based 3D product, and packaging visualization, including modeling, UV mapping, texturing, lighting, realistic, and stylistic rendering, using Blender for modeling and Maya for rendering:
UV mapping improvements, and alignment for shader evaluation. Procedural shading in V-Ray or Substance Painter automatically recognizes edges, and cavities and adopts to the surface. Decal application allows breaking up surface patterns:
Unreal Engine Based Production
The Lost Bay music video demonstrate the Art of Level Design that blurs the line between game level design and filmmaking, showcasing: Underwater shading in large-scale environments; Real-time Global Illumination and ray tracing; Dynamic lighting with animated sunset; Procedural vegetation creation of trees, palm trees, and flowers, allowing the creation of variations quickly; Configurable wind setup for vegetation for wind or wavy animation; Terrain creation; Multilayer landscaping, applying various materials to landscape sections; Procedural road creation; World Partitioning and Data Layers to overcome computer resource limitations in gameplay or Movie Render Queue rendering; Virtual Texture Streaming to use detailed textures for objects; Runtime Virtual Texturing to blend underwater objects with the ocean floor sand; Directed fracture creation; Interactive game playable scene; Camera Sequencing; 1440P (3440 x 1440) resolution 21:9 Wide aspect ratio rendering (Configurable to 21:9 or 16:9.).
The Orchid Valley Gateway music video showcases rendering complex environments using the latest technology to overcome computer resource limitations by using UE5 Lumen lighting, real-time dynamic global illumination and ray tracing, Nanite to render highly detailed high polygon count objects in real-time, Virtual Texture Streaming to render many high-resolution (4K) textured objects, and Data Layers to load\unload “worlds” during rendering and partitioning the environment. Thus complex environments can be rendered with such details and huge amounts of light, which were time-consuming or limited by CPU, RAM, GPU, and VRAM resources or required costly render farm before. The video and the image gallery below demonstrate vegetation, atmosphere rendering, daytime, nighttime, wilderness, factory, city, indoor, outdoor, underwater, FX lighting, texturing with PBR workflow, and animations. Easing up on the need of render farm and the instant feedback during production greatly reduces cost and time to create such 3D content: