Friday, 26 May 2017

Rendering and Lighting for Computer Games Animation - Rendering: High Quality Screenshots & Sequencers

As a matter of rendering out still images and video of my scene, I needed to create a sequencer within my scene.
This was a new piece of Unreal Engine to me, and whilst I already know how to use matinees and timeline key framing, it proved to be somewhat tricky, with certain restrictions in the sequencer causing rotation issues and unnecessary problems. These are usually to do with the fact that the camera track does not operate on a 360 degree turning circle within a sequencer, operating on a +180 to -180 degree range instead. As such, I attempted to sort out the rotation issues by using some maths to translate the rotation values to a 360 degree based value.
I implemented a simple 3 camera setup, showing the main three views I feel define my scene, the three being the overall front of office and desk area, the cell/detainment area and the desk itself.

I also took multiple high res shots using the command line function, rendering out multiple screenshots at 4K resolution, and even took some experimental shots at up to 16K, though these are not shown here, as the quality difference is pretty much unnoticeable, especially when viewed on a monitor capable of displaying in only 1080p resolution. I tried experimenting with these resolutions just to see just how much detail I could actually get into a screenshot.

A selection of my screenshots, and the short, simple sequencer capture I produced can be seen below;









From this point, I would be looking at summarising and detailing any changes made in my first changelog as and when necessary.

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