Fisher Dai 的個人檔案

After the Mountain Rain [Unreal Engine Rendering]

數位藝術
In 2019, Quixel`s masterpiece Rebirth showed people the possibility of using a game engine to achieve movie graphic quality.

Along the road by Quixel, I`d like to know how far I can achieve on my own.

A photo I saw accidentally on the internet gave me inspiration, so here it is: After the mountain Rain.

A secluded path, the steps were washed by drizzle, when the breeze blew the leaves, the sunlight turned away the mist... After the rain in the empty mountains, it is the surface of the story, which defined the time and place; by Wang Wei’s poem, I hope you can see the forest after the rain and feel the freshness and tranquility in the mountains.

Actually, the inside of this story is Li Bai's poem: Endless Missing:
Endless Missing, The person who I`m missing is in Chang'an City
In the autumn night,
Insects chirping by the well,
The frost soaked the bamboo mat, it`s so cold
In the past, my eyes were shiny,
Now they are springs with tears
...
In this endless missing,
yellow leaves are falling, and white dews are wetting moss

This long last mind passes through times, across boundaries. A touch of sadness permeated the clouds and mist in the mountains. When the raindrops fell on the mossy path, what I want to express, is a kind of miss.

I used to make some similar pictures in the traditional offline rendering pipeline, which is a far memory. At that time, each frame had to be rendered for several hours, and a sequence had to be rendered all night by a renderfarm. After the rendering process, it took another few hours of post-production to get a final shot. As far as I am concerned, this kind of waiting is anxiety, because a small mistake will force me to redo it again, I have suffered a lot.

Thanks to technological improvement, with Unreal, render a 4K shot, 600 frames only take 2 minutes. In Kungfu we say: Speed Prevails. This rendering speed means that, at the scene building stage, I can start to render many "final" shots, then directly combine them into my “final” video. Meanwhile, The combination of DaVinci and LUT allows the color grading process to be directly moved to the scene creating stage, which truly realizes what you see is what you get, and the rendering is the final shot.

Time flies, enjoy.

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2019年,Quixel的大作Rebirth向人们展示了一种可能性——使用游戏引擎达到电影级画质。

沿着Quixel开辟的道路,我想知道只靠自己一个人,能在这条路上走多远。

上网时无意间看到的一张照片给了我灵感,于是就有了这个项目——空山新雨后。

僻静的小路,细雨洗过台阶,当微风吹动树叶,阳光拨开了薄雾……空山新雨后,是故事的表线,它定义了时间和地点;借着王维的这句诗,我希望你能看到雨后的山林,感受到山间的清新和宁静。

而故事的里线,其实是李白的《长相思》:
“长相思,在长安
络纬秋啼金井阑
微霜凄凄簟色寒
……
相思黄叶落
白露湿青苔“

恒久的思念穿越古今,无谓国界。淡淡的忧伤在山野的云雾中弥漫,当雨滴洒落布满苔藓的小径,我想表达的,是一种思念。

我曾经在传统的离线渲染流程中制作过一些类似的画面,那已经是久远的回忆了。那时候,每一帧都要渲染好几个小时,一段序列要渲染农场工作一整晚。此后同样经过几个小时的后期合成工序才能得到一个最终的镜头。于我而言,这种等待是一种焦虑,因为稍有不慎,就得重新来过,而我曾经深受其苦。

感谢技术进步,如今在Unreal的工作环境下,输出一个4K镜头,600帧只需要2分钟。所谓天下武功,唯快不破,这种速度这意味着,远在场景搭建环节,我就能提前输出许多个”最终版“镜头,直接组合成片。而DaVinci+LUT的组合,让后期调色工序被直接前移到场景预览阶段,真正实现了所见即所得,输出即成片。

时光飞逝,岁月静好
After the Mountain Rain [Unreal Engine Rendering]
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After the Mountain Rain [Unreal Engine Rendering]

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