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Showing posts from December, 2023

The Sum Up of Experiments & The Road Ahead

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Thus, following several months of trial and error and a good deal of setbacks. I felt compelled to share my current status with you regarding my degree project.  I've made the decision to move forward with the same plan but slightly alter the strategy. I'm going to add about five more scenes to my project. which is what would be.  1) A cosmic explosion accompanying a procedural Black hole.  2) A galaxy's scene  3) The Star System 4) A Planet 5) A few auxiliary images featuring planets, galaxies, nebulas, and space in general.  After that, I'll tackle a couple easy initiatives like sound design and a monologue.  Monologue:  After the scenes are explained, this must come first. The audience's perception of the conclusion must be flawless for it to be even more captivating. I'm going to read books and other sources while I write a monologue. Because "Gattaca" is a movie that I found inspiring and is often praised for its engaging story, likeable character

Unreal Engine: Troubleshooting Render

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As I mentioned in my earlier blogs, Unity does not support rendering 360-degree videos. I have located a tutorial that shows how to accomplish it in the latest version of Unreal Engine 5. As it happens, it was simple all along.  There is a Unity plugin called Movie Render Queue with additional render passes that is presently in beta testing. Similar to any other application, it essentially provides options for panorama rendering.  I added a sequencer and camera character into my scene and animated it. With the new tools at my disposal, I was able to easily incorporate a sequencer into my scene, creating a plethora of opportunities for narrative in the virtual environment. The sequencer took on the role of the conductor in my story, giving me exact control over the visual extravaganza as it developed.  I exported the whole scene as 8K JPEGs to fully utilise this newfound ability. This choice, which offered a compromise between excellent resolution and reasonable file sizes, turned out t

Blender Nebula Creation

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The Switch to Blender When confronted with rendering issues in Unreal Engine, the decision to explore Blender proved to be a wise move. The initial scepticism was met with determination, leading to a decision to start small. The choice of creating a nebula, using materials primarily and leveraging volumetrics and particle systems, was a strategic yet creative approach. Setting the Stage Beginning with a basic project, you enlarged the cube and adjusted the 3D camera settings for a more encompassing view. Your decision to experiment with material nodes and textures demonstrated an intuitive understanding of Blender's capabilities. Material Mastery To achieve the desired nebula effect, you ventured into the world of material nodes and textures. The utilization of the Musgrave texture, coupled with experimenting with its parameters, showcased your commitment to perfection. The introduction of the principled volume shader highlighted the transition into the volumetric realm, managing c