Definition August 2024 - Newsletter

VIRTUAL PRODUCTION

GO BEHIND THE SCENES ON MASTERS OF THE AIR

Unreal Engine sky-related techniques and systems, along with custom-made solutions to render convincing dynamic skies for the aerial battle scenes. James Dinsdale (VP supervisor) and Chris Carty (senior content generalist) at Dimension/ DNEG 360 helped merge these tools and systems into one larger asset, allowing for complete control and fast iteration when running the scene on a volume. “We based our approach on an art- directed high dynamic range image (HDRI) projected onto a sphere 100km across – so the distant sky moved with the correct parallax effect,” says Dinsdale. “We layered in effects like atmospheric

height fog and hazing to blend the horizon and integrate with the rest of the sky. We crafted fully volumetric clouds within each scene by using 3D volumetrics along with masking layers and extra custom tools and interfaces.” This novel workflow was crucial for key moments, like the B-17 bombers dipping in and out of clouds. “It ensured the skies existed in a grounded and consistent space along with the other assets and planes in the scene, allowing for natural interaction in camera,” he adds. Typically for big, open skyscapes you won’t miss the parallax 3D scenes (CGI) will bring, as the objects are often not

THE SKIES EXIST IN A grounded and consistent space WITH OTHER ASSETS IN THE SCENE”

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