>>Luis: In an effort to
make virtual production accessible to
everyone, Epic Games released The Virtual
Production Field Guide, which is downloadable
as a PDF to everyone, including students and educators. The virtual
production field guide was released in
the summer of 2019 with an associated blog
on unrealengine.com called The Virtual
Production Field Guide, a new resource for filmmakers. This guide can be very
helpful for those interested in workflows, roles,
hardware and software related to virtual production, and
in general for students and educators hoping to
integrate virtual production into the classroom. If you're looking for resources
about virtual production, make sure you go to
unrealengine.com and seek out the blog-- The Virtual Production
Field Guide, a new resource for
filmmakers, and download The Virtual Production
Field Guide as usual. This amazing learning
resource is free and can be very helpful as we
learn about the amazing field of virtual production. Students and educators
should be aware that every month, Epic Games
gives away free Marketplace content. If you go to the Epic Games
launcher, the Unreal Engine section, there's typically news. And at the beginning
of the month, we announce the free
Marketplace content there. Also if you go to
the Marketplace tile, the free-for-the-month content
packs are viewable on the start page. Additionally, in the
Marketplace tile, there's a free drop down menu
with a free-for-the-month selection. There you can dig into
each of the content packs and see what's available. This month, you can
see that there's a modern city downtown
with interior content pack that retailed for $149. If you look at
this content pack, you can see what's available
and how valuable this content really is. You can see that it's a
really highly rated pack that comes with a great many
textures, materials, static meshes, decals,
and even blueprints that are incredibly
valuable for learning. I strongly recommend that
you instruct students-- and even as instructors--
to go every month and download every one
of these content packs, even if you don't need them. Someday down in the
future, they can be valuable as a
learning resource, or even as a teaching resource. Also in the free drop down
menu is the permanently free collection. The permanently free
collection, as it states, it's permanently free. Here you will find a
variety of packs including vegetation packs,
some content packs including broadcast studios,
static meshes, skeletal meshes, effects packs, and
some of my favorites including the super grid and
the advanced locomotion system. These are amazing
projects that, once again, can be really valuable
as a learning resource, but also can be super
valuable as students work to stub out levels, do
gray boxing of different types. Or even just need maybe a water
plane or some wood materials, or things to help
build out environments for their capstone projects. Also in the free menu is
the Epic Games content. These are additional material
packs, full projects-- including all of the
Infinity Blade content-- additional plugins that
can be helpful for media and broadcast. But really importantly is
the entire suite of Paragon characters and environments. This is also an incredibly
valuable learning resource, because each character
inside of Paragon is beautifully created
with amazing materials, stunning animations,
effects, and audio work. And all of this content can be
used even to ship games inside of Unreal Engine. Make sure you check out
this content, learn from it, and use it in classrooms
to teach and to learn. >>Luis: Hello and welcome to
this week's stream. We're really excited to
have our special guest today, Matt Workman. And today, we're
going to be talking about virtual production
in the classroom. We've been looking
forward to this stream. And as usual, we have Tom
Shannon with us this week. And we also have Mark Flanagan. And up in the corner, shrouded
in green, is our friend Matt Workman. >>Matt: How's it going? >>Luis: So we're really
excited about the stream. I think that virtual production
has been an exciting topic that a lot of people
have been asking us about at Epic, specifically in context
about building curriculum around virtual
production, what it is, and basically how to
understand what it is. And I think one of the things
that we've been excited about is going to the work that
Matt's been doing on YouTube, going to the work Matt's been
doing on the Facebook groups, and really sort of
following the journey. A lot of people have been
doing a virtual production. Hopefully many of
you are aware that we have a virtual production
page on unrealengine.com that shares a lot of really
valuable resources that can be really helpful. But I think that one of the
things that's really helpful, and one of the things that
we've been excited about, is that we've been
working with Matt. And you presented at SIGGRAPH. And you've presented at a
variety of different events. And you did something
really cool things with us at previous events where
you presented material that you've been building
from the ground up. Because there's
many big companies that are making amazing
films like The Mandalorian. And they approach it, I
think, from the top down. But one of the cool
things is that you've been sharing your experience, in
many ways, from the bottom up. Which I think helps educators
and students understand that if they, of course, don't
have and millions of dollars, and if they're not Netflix and
HBO and a big film company, that they can also get
that grassroots learning. And help them to understand
how they can teach students. And even though there are many
schools that have huge budgets to buy lots of
equipment, you still have to access the learning. And in many ways, we're
still pioneering a lot. I love the analogy of building
the car as you're driving it. Virtual production is
very much building the car as we're driving it. But before we get
into all that, tell us a little bit about yourself
and introduce yourself. I presume there's plenty of
people on the stream that maybe don't know a whole
lot about virtual production and maybe haven't met you. >>Matt: Right, yeah. Thanks for the intro. Thanks for having
me on the stream. My name is Matt Workman. And for about 10 years, I was
a live action cinematographer in New York City. So filming with real
cameras, real lights. I shot a lot of commercials
and music videos. But I ended up working
on very big VFX projects. So a lot of previs
and 3D was happening. And as a DP, I wanted to be able
to communicate in that space. So I started to learn Maya
and build my own previs tools, kind of based on what the
third floor had been showing and different previs companies. And after that, I
decided to make those 3D tools that were
designed for filmmakers available to other people. I started a company around it
called Cinematography Database. And within the two years, I
have brought all my experience of being on set and then in
software to Unreal Engine. And that's turned
into Cine Tracer. And it's turned,
recently, into an effort to make indie virtual
production known to the world, and show how that works
and what it looks like. SPEAKER: So you've been at
this for a while, right? Because to go back to
what you mentioned, Cine Tracers is a tool. For those of you who
are not familiar, Matt makes a tool called
Cine Tracer, which is not dissimilar to
Fortnite Creative. Basically it's a
runtime tool that you can get currently on Steam. It is an amazing tool. If you are not familiar
with it, go get it. Because it's really amazing. And you jump into it
and you have full access to camera control. It's very easy to use. You have all the tools. You have dolly tools
and truck tools. And you can tell us
more about it as well. But you get to basically
do previsualization inside of this real-time tool, where
you get full access to sets and lights and
all of it is tuned to real world cinematography
standards and real world production standards. But you kind of also built
this tool a long time ago. But you built it in,
what, Cinema 4D, right? It was five, 10 years ago
when you were doing this work. You realized that there was
a need for a tool like this, or you even got
into Unreal Engine. Give us a little bit of
background about that. Because you saw and
you filled the need. >>Matt: Yeah. So it started off as a need for
just me as a cinematographer and working with The
Mill specifically. And I wanted to do motion
control, which is where you have a robot move the camera. It's like, so what's the
move going to look like? So that's primarily
done in Maya. So at first, I just
learned Maya and Python and Mel and dependency
graph programming, and 3D modeling and
rigging in Maya, so that I could work
with big VFX companies. That was where it started. That got a lot of
attention, just that alone. And that was kind
of private, too. That was not like-- I wasn't blasting that
super hard back then. But it got around. And it seemed like, hey. A lot of people want to do this. It would be great to be able
to bring this to other DPs specifically at the time. And so I moved that
into Cinema 4D. Because I thought Cinema 4D at
the time, like five years ago, was the easiest to teach. Because I knew I'd have
to teach filmmakers how to use x program, right? I'm making plugins for programs. So I thought Cinema 40
would be easy to teach. And I think it is. I think it's still one of the
easiest to learn, and best UI, and very simple. I like it for 3D stuff. So I made Cine Designer,
which was essentially porting everything from
Maya into Cinema 4D. And Cinema 4D has Espresso,
which is a visual programming language just like Blueprints. Which is why it
was so easy for me to go from Espresso
to Blueprints was like, super easy. For filmmakers, it's
very similar to working with like Nodes and RESOLVE. If you're used to putting
together power windows, doing color connections
with Nodes and RESOLVE, Unreal Engine is just
that except you're making real-time graphics
decisions or logic and whatnot. My coding is mostly
visual scripting. So for a filmmaker looking to
get into it, if you're already kicking ass with
RESOLVE, I think Blueprints and Unreal Engine-- and not everyone knows this,
you don't have to type. A lot of it is visual. So that was the first step
was Maya to Cinema 4D. And that became a
pretty big product. A lot of DPs are
using that still. And then we made the
switch to Unreal Engine, which was the most fun. That's been the most fun so far. SPEAKER: So you went from
working inside of Cinema 4D. And then you discovered
Unreal Engine, I guess. And then you were like,
well, why not just rebuild it and tool? And I guess part of that is
because Unreal Engine was much more real-time. So there was a value in
bringing all that stuff to a much more
real-time environment where you could move
things around much faster. >>Matt: Yeah. It gets rid of the
rendering paradigm. In a 3D application,
you're typically like looking at a simple,
not so good looking preview. You hit render, and x amount
of minutes to hours later, you see what's happening. And the hope with Unreal
Engine was that we're just rendering the whole time. And you just see it. Because it's a video game. And I became aware because
of the GDC Star Wars demo. Where I was like, oh, real-time
ray tracing is coming. So that was a huge motivator
for me to get Cine Tracer up and running for when that
would become available. I'm happy to say that
I was ready for it. We had a pretty decent sized
community in alpha and beta. And when Unreal Engine 4.22-- I believe was the
first RTX release, because I updated
immediately onto 28 ATI and we were ray tracing. So I kind of was rushing towards
this like real time ray tracing revolution that was happening. And for the gaming
community, I think it's still slow and
steady to get there, where people can
afford that hardware. But for what we
call the provis-- the pro visualization
community, architects and previs for film-- we'll jump right into
the highest end hardware if it's going to get
us better results. So we can shoot the jobs
better and plan better. So really the film industry
was a great candidate for being able to jump
into real-time ray tracing. And that's one of the main
reasons I did Unreal Engine. I was like, I really want
to see what that looks like and let people try it. SPEAKER: Yeah. So you had to learn
Blueprint and build this tool in
Blueprint because you have a programming background. I mean, is your background
as a computer scientist? Or, your background
is a filmmaker. So how did that go? What was that like? >>Matt: I have
a mixed background. I did actually start
in computer science. So I knew Java and
C++ a little bit. But it was not my strength. And I ultimately left it. I don't really enjoy "coding"
coding I don't have to. So I very much relied
on Blueprint scripting and just YouTube. If I had to describe how
I learned Unreal Engine, it was by going on YouTube,
following Blueprints tutorials until I could do
everything I wanted. And I think fortunately
for me, I had a goal. And I think that makes learning
something very structured. I was like, I need to
make this camera move. How do I do that? I need to make this light get
brighter when I move a slider. How do you make a slider? So I had some very
specific goals of basically recreating the
Cine Designer, my Cinema 4D product in Unreal Engine. So it was a very structured,
pretty straightforward march of just learning it. And I learned all
of it from YouTube. And Docs, Unreal
Engine documentation. And then the
community around it. >>Tom: You already had
a base in Cinema 4D structure for everything. You just had to take that,
bring it into the Blueprint. And so all of Cine Tracer
is made in Blueprints? >>Matt: Yeah. There is one Blueprint function
library that's C++ that I regret terribly. >>Tom: [LAUGHS] >>Matt: I wish
it didn't exist. Just from switching
between engine versions, if you're all
Blueprints, it's nothing. It's really not
difficult. It's when you start modding the
engine in C that you can run into-- just things changed. And so now you have to do them. It's not impossible, but
it's a friction point. And it's kind of like,
do I really want to? So I'm actually hoping-- I think we were
talking about it-- is that my C++ is
really to do file IO. If I need to move a file around,
that's not typically what games need to do. And if they do, you're
going to custom do that. So as soon as-- if it might exist in 4.25,
I haven't looked into it. But once I can just move files
around and make a new folder in Blueprints, I'll just
completely get rid of C++. And every time I upgrade,
even to UE5 potentially, it's pretty straightforward. You do C++, you're going to
be coding for a little bit. >>Tom: That's
pretty incredible. Because the application
runs really well. It looks beautiful. It's fairly complex. There's UIs [AUDIO OUT],
Fortnite, [AUDIO OUT], Cinema 4D. Or I usually call it something
like Cinematography, the game. Or filmmaking, the game. Because it's really--
when you're doing it, it feels like a video game. [AUDIO OUT] It feels very
game-ish [AUDIO OUT] So it's wild that's something
that complex with so money interdependencies
[AUDIO OUT] Pretty cool. Very impressed. >>Matt: Thank you. I think the C++ mega performance
heavy stuff is really important when you're doing Fortnite. This is running on a server,
and there's 100 people. So every millisecond of
performance you can gain back is extremely important. And you're looking at
clicking on things. And it has to register
very quickly and precisely. I'm still a single player game
running on a single computer. So even if I was to
fully optimize it, I'm not sure if we would really
notice if anything would really change. I don't think I don't think
I'm breaking the Blueprints bottleneck yet. I think I'm running
at full capacity. Switching to C would be
a nice long term goal. But currently, I think it
wouldn't perform all that much better for the user. I don't think they would notice. So yeah, Blueprints
can definitely handle the Cine Tracer,
which is somewhat complex. I would love to do a series just
explaining the structure of it. Because it's basically like
how do you recreate the Unreal Engine editor is what I think. I'm basically trying to
take an Unreal Engine editor interface, or a Maya interface,
and how do I simplify this? And I think projects like
Dreams on the PlayStation do a really good job of that
to looking at the scripting level. And so I think that having
an abstraction of simplicity over even Unreal Engine editor,
for less technical people, is a fun exercise. Definitely all Blueprints. I have everything I need. Except for file IO.
That's about it. SPEAKER: Yes. So I think one of the
really cool things is that you actually
document all your experiences on your YouTube channel. So as you were working
through Cine Tracer and building a lot of
the things and adding a lot of the features
to Cine Tracer, you put those up on
your YouTube channel. And so we can actually
track that journey. And then you started working
on a whole separate section of your YouTube channel,
which is the V-log stuff, when you started really digging
into virtual production. That's a whole separate part
of your YouTube channel. And so for those of you
who are educators and tune in because you are
learning different things about an Unreal Engine and/or
just tuned in because you're interested in virtual
production specifically and are not aware
of the Matt's work, he's got a whole section
on his YouTube channel. That really started maybe
about in January, February? Maybe a little earlier. That tracks-- you
were like, I'm digging really deep into
virtual production. And one of the things
that I really enjoyed is that you started in
like, I got a mocap suit. And I'm going to put
on the mocap suit. And then I've got
my DSLR camera. And I'm on hook
up by DSLR camera. And I'm going to start finding
a way to track my camera. And then you go
to the next step, which is I'm going to
get a green screen. Tell us a little bit
about transitioning from, OK, I've got Cine Tracer. Now I want to get
to the next step. What were you sort of
thinking about that led you into the journey of going from
Cine Tracer, which was already pretty successful and
doing really cool stuff to virtual production? Because I know you were
already working with us. And you had gotten
involved in the project we did last summer at SIGGRAPH,
where you came in and did this amazing project that we
worked on with the motorcycle. And Epic contacted you and
said, can you get involved? You were the Director of
Photography on that one. Is that correct? >>Matt: Mm-hmm. Right, yeah. So really that project, the
LED Wall that we can say is like the mini Mandalorian
set essentially, that was really what pushed me to
keep going further. I was always looking-- and still am-- to take the
full power of Unreal Engine, make it a package thing,
give that to people. And that's Cine Tracer. And I'm still doing that. But when I saw the
LED Wall Volume and saw virtual
production LEDs, I was like, I would like
to keep doing that. I would like to
keep shooting in it. I would like to develop tools. There were things when I
was on set that I was like, I wish I had this tool. That tool now sits behind me
on that very nice camera cart. That's what I've been building
essentially, is the tool that I want when I'm shooting
those types of projects, either green screen or LED Wall. I have my take on it and that's
what I've been developing. So the YouTube-- I've done YouTube
for a very long time. And when I did Cine
Tracer, the first year of building Cine Tracer, I
streamed eight hours a day on Twitch for a year. The entire thing. And I knew nothing
in the beginning. It was literally opening up
the third person Blueprint and being like, so. And I streamed that
entire process. The vlogs are all gone,
because it's Twitch. So this time, you can't really
live stream virtual production. It is very difficult.
Because there's a lot of hardware and
things turning off and on. I was like, I would like to
document this now for YouTube. That would last
for a lot longer. Those videos can last
for a very long time. And I just started the
road back to the LED Walls. That's essentially
what I'm doing. What do you do from a little
camera and your own gaming computer all the way
up to Mandalorian. What is that path look like? I still don't know. I have a good insight,
I think, on it. But I'm still
making my way there. So I decided to
document it on YouTube. And it's been fun. And what I really need is the
community around it to help me. Because I have a lot of blind
spots in virtual production. Virtual production is the most
cross-industry collaborative industry there is. You're talking
real-time graphics and then live lighting concert
tech on top of precision camera tracking tech from
broadcast to everything. Like, real cameras, lenses. It's so many disciplines
put together. So I don't stand a chance
by myself to learn it. So I put the YouTube videos out. I built the community. And I honestly just
bug them all the time. I'm like so, why all this
DMX, Unreal Engine, sky panels? How? Right? And people come in
there and they know. They might know one part. They know really well grandMA
platform and sky panels. And someone else is
literally the person writing the Unreal
Engine plugin. Geodesic, shout out. And they're like, oh. These two people
get in a thread, and it's like, this
is how we do it. And I'm like, cool. So it's very much cutting edge
stuff that like not really-- I don't think any one person
has the full knowledge. It's too big. It's like programming Fortnite. No one person knows Fortnite. There's lots of people
coming in and building it. So that's a virtual
production is right now. And it's super cross-department. I run the Facebook group. And the question is
where did you come from? How did you find us? It's like, oh, from a
lighting design forum. Like, real life lighting. Then there is like, virtual
DJs told me about it. The disguise people told me. Houdini people told me. Like, filmmaking forums. It's like this
crazy mix of people. So I try to have the
YouTube channel be a beacon to find people. And then the Facebook group
is where we have to all jam. Because we all
have to get along. And it's from a
hardware level, too. I talk to like lots of hardware
manufacturers and software people. And they're like, what's
virtual production? We heard of that and
we'd like to do it. And so just connecting the
dots as fast as possible. And Facebook just
currently happens to be kind of the
best one out there. Because you can just post
your videos, your what not. And it's private enough for us. It's not like we're
on Twitter doing it. It's just a really great place. So that's kind of what
the journey has been. SPEAKER: Right. So in a little bit, Matt is
going to share a presentation and is going to talk a lot
more depth about his journey and what he's discovered. But I think that with
regards to those people that are discovering
it for themselves and figuring this
out and learning, it's really valuable
to go to the vlog portion of his YouTube and
sort of track the trajectory. Because if you start from
the first video and see where you've got your mocap suit. And then you were
like, well, I need to get a camera talking
to Unreal Engine. You started with our virtual
camera that we provided. And then you started
going in and wanting to track that more effectively. So you got a VIVE puck. And then you
connected a VIVE puck. And then you connected
the Blueprint Nodes to start making
that easier to track your own camera into Unreal. And then you started
discovering other challenges. How do you actually get
that to sync correctly? And then you were
like, well, I want to now be able to put
a green screen behind. So there's the next
part of the puzzle. How do I actually
put a green screen and put my own virtual
background in there? And to watch that journey
is really interesting. And I think from an
education perspective, what I need to learn,
what I need to teach, and how I need to formalize this
education is really fascinating to track through this learning. And I think some of the other
stuff is that you're, like, OK. Now I have a light in front
of my practical element. And I've got a virtual light. And there is a section
in one of your videos where you're like, OK. I can move my virtual light. But now I physically have
to move my practical light. But then a couple videos
later, you're like, haha. I figured out how to
connect my virtual light and my physical light. Now I can move one and
they both move together. And I think that
that's what we all-- and even the professionals--
have been doing. I think as you talk to
the companies that are now providing the service
of virtual production, they've just built more
tools where the hardware is talking to the software. And they've created
tools to do this. And they sell them as a service. But what I think is
kind of interesting is that you break it
down in a way that like, hey, this is how you
can do it with just some Blueprint Nodes as well. And that's what was super
valuable to the education communities. Because you're like,
hey, you can go and spend $40,000, $50,000, $60,000,
$100,000 to buy this thing. But you can also just
go into Unreal Engine and connect the hardware
and the software yourself. Can you tell us a little bit
about that learning process? And the difficulty or ease
that you discovered in that? And how other people
might be able to benefit from that on the streams? >>Matt: Yeah. So I wanted to be able to do-- virtual production
is a lot of stuff. But being able to do it
with off-the-shelf hardware and stock Unreal Engine-- like
no plugins, really nothing that you'd have to purchase. Mostly what I've shown, Unreal
Engine just does on its own. People don't know that. You can chroma key
in Unreal Engine. You can bring in the video. The plugin is free. You need the hardware. You can track cameras. All of that stuff-- I think up until now,
basically-- is all stock Unreal Engine. So just for myself,
because I didn't want to necessarily spend
all that money just yet, I was like, what can I get done
with just a live from Amazon, my computer, and like a Black
Magic deck link card, which you just buy on Amazon. Anyone that wants to do it. And I just wanted to push that
as far as I possibly could and document it. And I think for a large
portion of the community, that resonates with them. It's like, there's
the high end people. And I talk with them as well. But really, what can
one person get done with somewhat modest equipment? And I was just personally
wanted to see what it was. And this is not a canned,
scripted progression. I didn't know if I could do it. And it's been rewarding
to be able to just go through those steps. And I think that for people
to see that it is possible is all people really need. And I kind of knew that
about the series as well. It's like, oh, he's doing it. I must be able to eventually
be able to figure it out. Versus if you only
watch the Disney behind the scenes of
Mandalorian, you're like, I don't know if I can do that. But watching it in an
accessible YouTube format where it's in my basement-- I have a nice basement,
but it's my basement. It is possible. I think that I wanted to see
what I could do and then share that with other people. >>Tom: Yeah. People see that Mandalorian
stuff and they want to do that. Like, I want to do that. Like, I want to build an
LED Wall and do this stuff. But where do I get started? How do I even get there? So having a resource,
seeing someone go through that process, I
think is really, really helpful for people to really understand
how difficult the process is. And is it easy,
is it achievable? If you just see someone do
a tutorial or a tech demo, it always looks easy. And it always looks
polished and great. So seeing someone actually
go through the motions and possibly fail at
what they're doing is so valuable for people. And to document that is unusual. Usually I think studios
go through this, and schools go through this,
and individuals go through this. And all that information
stays inside there. So for you to be doing it
openly is such a cool resource for everyone to see and to start
to understand what it really takes. Because at first, I was
like, anyone can do it. You can just buy a couple things
off Amazon, plug them together, and you've got your
basement Mandalorian. Shockingly, it's not true. >>Mark: I
think that's even more impressive in this case. Because the whole thing about
virtual production is it is still being discovered. We still have a lot to actually
learn about how things work. I think that's a lot of what
is great to see you doing. You're actually trying things. You're trying things not
knowing when it's going to work. It's not just trying
to replicate something on a budget. You're just saying,
will this work? And then trying something else. Will this work? And that is really fascinating. That's great fun. SPEAKER: Yeah, where it
really started come together in one of your videos-- for
me-- is where you are actually starting to put characters
in the environment. And now we see you in
the virtual production set with a virtual
hand-held camera. And you're filming
inside the environment. So you're in a green screen. There are environments there. There's a virtual character. Now you've got two cameras that
are capturing the entire scene. And in some of your
more recent videos, you're actually invested
in even more hardware. So now you have your cart. And you started, of course,
with the game controller. And you're like, well, I
don't have the kind of control I really want. Can you tell us a
little bit about how it became more sophisticated? And you were like,
well, I really want to create a simulation. And then tell the story
of that simulation through virtual production. Because I think that
for those of you who haven't gone and watched
some of these videos yet, there's a level
of sophistication that evolves to where in
Matt's more recent videos, you're starting to see
where there's a movie that is being made now
in his basement with just Marketplace content. And the equipment has
become more sophisticated because he wants to do
more sophisticated stuff. So tell us a little bit
about what you're doing now. Because it's amazing. >>Matt: Thank you. And for people watching,
we are going to-- I will show you
pictures and videos. And we'll talk about it shortly. So yeah. It started with a
VIVE controller. And I put it on a
handheld camera rig that you would normally
put a camera on. And I move that virtual
camera with a VIVE controller the same way. So that's where it began. And then you're
like, well, I want to be able to move
around that space. And you can't physically walk
very far with a VIVE control. I can walk five or 10 feet, but
I want to move across the room. So I needed an Xbox controller. And I mapped the Xbox
controller to move what we call the camera stage. And so I put that
controller on a tripod. And so I had my handheld
camera on a tripod. And then I was
like, you know, I'd like to be able to
do a gearhead move. So then I got inertia
wheels, which are amazing. They are like the
virtual production camera wheels, go ahead and
check them out, made by Nodo. I was like, I need
someone to put them. And I had in the back
of my mind that I wanted to make this look
like being on a film set. So that camera cart
back there, that is the camera cart you
see on film sets for DITs, for assistance. If you're doing-- those
wheels are normally used to control heads on a
techno crane, or big cameras. It's the same thing. So I just started building
out the accessories I needed. I have the farm
simulator wheels, which is pretty hilarious. Like, the farm simulator
is this big steering wheel and a tractor controller
with like 100 buttons. And you can map any of that
stuff to do whatever you want. And I have the feet pedals-- one of the demos I
have, we'll show it, we have the feet pedals. So I'm like, driving a car. And each one of
those is a discovery of how do you get
that into the engine, how do you work with it, how do
you map real world things like follow focuses and film tools. Those can all be mapped
into Unreal Engine. And I'm making what I
call the most expensive, difficult, filmmaking
simulator in the world. Because it's like, everything. We're trying to map all the
real world film equipment to the virtual side of it. And so it's been
this progression. And I'm not even close to done. That cart is going to keep-- we're going to more carts by
the time I'm done with this. But it's not to show off. It's pretty much for me to
discover how you do that. And when I have all the
things that I believe I need, I'm going to release that
framework so anyone can do it. And I've been working
with the hardware partners to make it smoother and better. And I'll share the
designs of the carts. And hopefully help move
hardware that needs to be-- those companies need
to make money for them to make accessories
that we need. And try to provide the
education, show how it's used, and then help bridge
it all together so that you don't have to do
what I'm doing and one by one figure this all out. I can release the framework that
does it in an open source way, possibly, or source
accessible anyway. And then the hardware will be
bespoke made for this as well. Whereas I am very
much MacGyvering it, we're going to have bespoke
specific tools meant for this workflow. And my design is to make
it so that you can control a camera virtually
with that cart, but then you can also
control a real world camera on a green screen
with the same cart. And then a real world camera
on an LED Wall in cart. I control the lights from the
different hybrid boards I like. It could be all virtual. It could be green screen
sets or LED Wall sets. It's all the same exact
hardware, same exact platform. So that's what I've been
building in Unreal Engine. So it's hardware plus
software plus framework. To make it so that-- your average DP is not going
to build that themselves. So I'm trying to build this
bridge for the bigger stages. Cine Tracer is very
much like the-- and all this stuff works
in Cine Tracer too. But it's like, the
consumer version. And it's like the
previs version. But now I'm building it for like
indie TV studios, indie movie studios, and make it more fluid. So you don't have to switch
your mindset as much. I'm working all CG. I'm working on a green screen. I'm working LED. Well, I'm trying to make
that all the same thing. So that's been the progression. SPEAKER: But do you want to
show us and share with us the material that you prepared? Because I've taken a sneak peek
at it it's pretty exciting. Tom and Mark, did
you have anything before he jumps into that? >>Mark: No, just
looking forward to seeing this. SPEAKER: Yeah. Pretty exciting. >>Matt: Can
you see my screen? Is this working? SPEAKER: We see it, yes. >>Matt: OK, excellent. OK, cool. So virtual production for
Unreal Engine educators. So we're teaching how
to teach Unreal Engine. And this is basically how I
think about and understand virtual production. Again, I have my blindspots. I also, as a disclaimer,
come from the production side of the world. So if you're a VFX supervisor,
you may see things a bit differently. This is very much the
point of view from someone who is a director
and DP, kind of how I think it needs
to be structured for them to understand. OK. So this is what we're
going to be going through. Can you see my
mouse by any chance? Is that visible or no? SPEAKER: I don't see it. >>Mark: I can see it. >>Matt: OK, cool. So I might be moving it. SPEAKER: Oh yeah, I see it. >>Matt: Right, yeah. It's probably not the best. But I'll move it around. So we're going to go
through four steps here. The first one is,
what are the three types of virtual production? This is a simplification. There's much more. But this is a good
way to segment it. Number two, hardware
and software. What do you need? What's recommended? What works? What doesn't? Again, from my
understanding of things. Number three is a step-by-step
what's a good teaching progression, or learning? Like, if you want to learn
this, where do I start? Where do I go? And number four is resources. So that's what we're going
to be going through here. So the three types of
virtual production. Which one do you want to teach? Which one do you want
to learn yourself? I basically break it down,
at the moment, as all CG or in engine, mixed
reality, or LED volume. So those are kind of the main
three that I'm interested in, that I hear a lot about, and
most people fit somewhere into those categories broadly. Of course, there's much
nuance to all of this. But if we want to simplify,
that's how we do it. All in engine you'll
see as a computer. It's very much an
animation workflow. 3D animation with a
little bit of spice in it, a little bit of handheld. A little bit of mocap. A little bit of real
world stuff going on, but it's primarily 3D. Mixed reality LED volume,
that's a film set. This is a film production. While there is visual effects,
there is real-time happening. This is a film set. So if you're a teacher,
or you're a student, I imagine you tend
to fall to one of these more than the other. Like, do you have cameras
in your classroom? Are you interested in
working with a real camera? That puts you over here
much faster than it will in the engine side of it. Maybe you don't really
care about real cameras or real lights. Probably are not-- you may not
be pulled into mixed reality and LED volume. I just want to make that
big distinction upfront. They are all virtual production. That's something we
want to keep in mind. But the first one
is all CG in engine. So we can call
this VR filmmaking, that's a very common way to
think about it at a consumer level. It's basically 3D animation
but with some real world input, like a handheld
camera, which I'll be showing, and mocap, which is
real humans moving. And so a high end
example of this is the Lion King remake,
primarily enabled by Magnopus. They did a lot of the
hardware interfacing to allow real world filmmaker
Caleb Deschanel, the DP, and Rob Legato to
shoot Lion King like it was a real live action
film, but it's all CG. So this is an all CG, all in
engine execution VR filmmaking. And this is a not safe
for work YouTube channel, but I just have
to shout him out. JoshDub, who uses VR chat
and consumer VR games to make machinima content. His is the most interesting
I've seen in a long time. Not safe for work, don't
watch this in your classroom. But it's I think an excellent
example of all CG, all VR filmmaking. So this is a big category,
more on the 3D side of it. Recent to the virtual production
squad is Corridor Digital. They recently tweeted virtual
production has blown our minds and hopefully yours with the
limitless possibilities it offers. Here's how we made our first
project happen from start to finish in Unreal Engine. So that's pretty awesome. Very recent. So Sam from Corridor
Digital, we've spoken a lot. This is virtual Sam here,
if you can see my mouse. We've been talking a
lot about this process and continue to evolve
our own personal takes on virtual production. Everyone does it differently. But seeing what's in common,
how we can help each other, he's a filmmaker, a
YouTuber, VFX artist, now working in Unreal Engine
using Xsens mocap suits. I'll play just a
little bit of this. There should not be
audio, hopefully. And so this is them
remaking an episode of their very well-known
VFX artist react to XCG. So huge YouTube series. I had people from
Weta Digital and ILN have come on to watch it. So they scanned themselves. They used Xsens mocap suits. They're using the iPhone, I
believe, for the face mocap. And so, these are YouTubers
executing at this level. This is all made an
Unreal Engine completely. And so go check this out
if you haven't seen it. Pretty awesome. And there's a behind the
scenes of it as well. Next, we move into
mixed reality. This is a picture of my
basement a month ago. It's a lot different now. This is my wife
Diana, shout out. So we have a Blackmagic camera. We've got a VIVE
tracker, a green screen. And I can see it
my little monitor here the live composite. And if I move my camera, the
CG world reacts accordingly. And you really
have this illusion of being in that space
from a camera operator point of view, which is lovely. From a lighting point of view,
I can then light backgrounds in CG, and I can light the
foreground in real life and match them, and see them. And it becomes a much more live
process than separating out, I just shoot green, and
I see this bottom screen and I have no idea
what's going on. I see what's happening. And I can move the camera
freely however I want to. And this is just a pretty
affordable Blackmagic camera, which we'll talk
more about, and a VIVE. That's it. That's the only hardware. Stock Unreal Engine,
nothing special as far as extra expensive plugins. This is just stock Unreal. And so I cover this on YouTube. Not how to do it yet. I'll be doing that. But showing that it is possible. So this is very commonly
referred to as a virtual set. They've been doing it in
broadcast for a long time. It's a lot more
advanced now, though. You can move the cameras. A whole bunch of augmented
reality stuff is happening. And you'll also see this in
virtual concerts, which you're going to see a lot
of virtual concerts in 2020, let me tell you. I've been talking to a
lot of them who do it. So shout out. Zone VR did a great one. And The Famous Group,
they're doing a bunch. And Fortnite too. [LAUGHS] They're doing
a lot of those as well. So shout out. So I got into indie virtual
production because of Richard right here. So he has a YouTube channel. And he was one of
the first people to make this known on the
internet that you could do it. So he is actually the
person that got me to do it. So I wanted to shout him out. He has a studio called
Virtual Star Studios. This is in Sweden. And this is his studio,
work in progress. While this is
probably unattainable to a single filmmaker, this
is a pretty indie soundstage right here. This is an insert size stage. Like, you're not shooting
a main movie here, but you can shoot insert. Just so that we know, this is
an insert-sized movie stage. You could still get
a lot done, trust me. But it's not a big,
big green screen that you'd have on a movie. A pretty indie jib,
Blackmagic camera, VIVE tracker, that's it. Unreal Engine. So that's a shout
out to Richard. So this is a video
he posted recently of the results from his
system of green screen, jib, viewing it,
moving the camera around. And this lovely gym
here is made by Dekogon and is available on
Unreal Engine Marketplace for $50 or something. And it's great. It's a very, very
high quality gym. If you shot that cleverly,
it would fool everyone. So that's mixed reality
and a good example of it at an indie level. Next is LED Volumes. This is Mandalorian style. If you haven't watched
the ILN behind the scenes of Mandalorian, good. This is again live action
production, real actors, LED Wall now, not green screen. And we capture the actual
LED while in camera. It's all in camera. If you want to see a more
broadcast execution of that, if you go look for
Katy Perry Daisies. The American idol performance
is an incredible LED execution with a floor. And they did an incredible job
with AR extensions and what not. This is happening right now. That shoot happened. Like, this is not the future. We are doing LED right now, even
in mainstream, even in indie. Indie LED virtual production. It does exist. This is a stage in Australia. And shout out to
Dave McDonnell, who is a visual effects supervisor
experimenting with this. So these are two LED Walls,
much smaller than Mandalorian. A similar size to what
I did at SIGGRAPH. Not even curved,
just right angled. And they're testing
with it right now. This is indie right here. You can also use
your computer screen, but the effect is
not as convincing. Another behind the scenes
from that same shoot. And if you look up
Dave on YouTube, on Vimeo, and other places,
you can see this stuff. This is test footage. It's looking
Mandalorian-esque I would say. This is using a VIVE
tracker and an LED Wall in Unreal Engine and nDisplay. Nothing else. So primarily the Unreal
Engine and nDisplay part are free and what
really enabled this. So VIVE tracker not
all that expensive compared to the upper
echelon of tracking, which we'll cover as well. This is the footage. They shot this in like,
five minutes or something. They did not spend a
lot of time with this. This is Alexa Mini LF. This is indie virtual
production that's going down. If you want to hear more
about that shoot specifically, you can check out the
Wandering DP podcast. Patrick was the DP who runs
this podcast and shot this demo. Go check out the
Wandering DP podcast, listen to this episode. You'll hear a lot
of nitty gritty about everyone's first
time on an LED Wall. And shooting this, what they
learned, what's going on, what do we want to do better. Hear it firsthand
from these guys. I still don't have an LED Wall. So they are ahead of me. So those are the three types. Those are some indie examples of
how it's going down right now. I think we're all familiar
with the high end examples. But those are indie ones. Number two, hardware
and software. What do you need? This is a preview of
that on the right. This is pretty much it and how
we're going to get started. So all in engine-- so it's 3D animation,
essentially. So you're going to
use Unreal Engine. You're talking
about doing previs, you're talking
about level design. That's all happening
in the engine. You can use something called
Sequencer for animation. It's very similar to After
Effects, the key frames and timelines. Same thing for Maya. Same deal. And you'll use something
called Take Recorder if you want to record live data. Like if I'm handheld
moving my camera, or I'm doing live
input with a gamepad, or a full human with
mocap data Take Recorder. It's all built into the engine. You don't have to go
outside of it necessarily. Other supporting 3D software. You've got to make 3D things,
so we're talking DCCs like Maya. Just let it be known
that Maya is still the tightest integration
to Unreal Engine. So if you had to just
pick one, pick Maya. Houdini is the best DCC
in my opinion, love it. Sorry I couldn't
presented at GDC this year with side effects. I was going to. I've been doing a lot of
Houdini to Unreal Engine. Did it for six months. Also live streamed that. Not available
anymore, but I did. And Blender, if you're a
student, you're a filmmaker, you're like, I don't
know what 3D is. You want to learn it, don't
want to spend any money? Blender is free. Open source, you could
fork it if you wanted to. Blender and Unreal Engine,
the pipelines between the two get better every
single day, even to rival some of the
higher end implementations. So high end, Maya, Houdini. Beginners, Blender. That's all you're going to need. We're looking at mocap stuff. That requires its own software
that comes with the hardware. I personally work with Rokoko. Love it. It's very fluid,
very easy to get the data into Unreal Engine. Neuron Perception, those
are both very affordable. XSENs, a little bit more
expensive, but still probably much less than an
optical tracking solution like Vicon and OptiTrack. If you're new to this
stuff, I don't expect you to follow most of it. But I want to just put
these names out there associated with the
right categories so you can do your Googling. You can do your searching. This is very much
a high level, let's run through it, not a deep dive. Any one of these categories,
I could talk to you for a month about any one of
these things if you wanted to. Another great piece of
software made by Reallusion is iClone and Character Creator. And that's what I currently
use for Cine Tracer. This makes it a very fluid way
to make procedural 3D humans, dress them. They're pre-rigged to animate
the face with an iPhone or other high end solutions. And iClone is kind of like this
simpler way than say, Maya. To clean up mocap or bring in
mocap from multiple places-- it's currently
what I'm using, is iClone to bring in my face mocap
data if I want to then edit it. Whereas into the
engine, primarily you're getting raw data,
very fast stuff. I believe there will be
workflows to edit the mocap data, especially given that
character rig is out in 4.25. But currently for me, it's
much faster to work in iClone, so Reallusion iClone. And from an education
point of view, if you are not aware
of this and you're a filmmaking teacher
or a filmmaking student and you're, like, I have never
heard of any of these before. This is truly what Cine
Tracer was designed for. You're a filmmaker. I'm used to cameras and lights. But I want to
start doing previs. I want to start learning
virtual production. That's where I see
Cine Tracer fitting in, from an education point of view
or a student point of view. You can actually track live
cameras in Cine Tracer. Now you can do V
Cam, which we'll be showing in Cine Tracer. It's a good place to start. Much more affordable than
getting deep, deep into it. So it's a good way to get
started is Cine Tracer. Hardware. This is a bit of a
mess of a diagram, but starting with hardware. EC tower is always
preferred, always preferred. You can get a laptop. Get a good one. Get a brand new
one, a gaming one. Or if you have it, an older one,
you can get started with it. But just know that we're
pushing computers pretty hard. In this case, you
can still use Mac. Mac OS is still fine. An iMac Pro, a Mac Pro, anything
with a dedicated AMD GPU. All animation workflows,
you're still fine. Rokoko and some of the
hardware will work on Mac, but you can still
get started with it. But you will probably
end up, the further you go into PC tower world. Just letting everyone
know that at the front. This is also a game engine. So we're talking game input,
gamepads, Xbox controllers, PS4 controllers. Any controller you have,
if you've ever played a game with a flight Sim sticks,
midi, OSC, wireless DMX, SAIN, any of those things now
work on Unreal Engine 4.25. Plug them in. You've got to learn a
little bit of scripting, but you can make those
all talk to Unreal Engine. That's what I do
for a living now. It's super fun. I'll show you a
demo very shortly. VR hardware is the
breakthrough hardware. Steam VR, Oculus Rift. Tracking. The tracking capability
that comes from VR headsets is amazing. Really good. I use it every day. iPhone, AR kit, iPad. Also, there's a
virtual camera, which we'll look at what a
virtual camera is just in this next slide-- for free from Unreal Engine. You can just download it. So if you have an
iPhone or an iPad, you can do this stuff out of the
box for free with that hardware as well. But VR stuff is a
little bit nicer. Mocap hardware again. Rokoko, Neuron
Perception, XSENs. Google those names if you
want to learn about it. Join my mocap Facebook
group as well if you want to know even more. iPhone X, you've probably
all seen demos of this. You can do facial
mocap with an iPhone. Lots of different ways. On the more mid to
high end facial mocap, Faceware and I never
know how to pronounce this other one, Dynamicxyz. I will be testing
the Faceware system end of this month
on YouTube if you want to see what that
looks like for a more high end facial mocap workflow. So here's a quick video
that has a lot of info. What does this look
like when you do it? This is something I filmed
in Unreal Engine, completely stock. And we'll watch through
just this bit of it. This is like an all--
this was supposed to look like a high
end game cinematic, borderline maybe a Love,
Death, and Robots type film. And I'm filming it by
myself with my hardware. And the interesting part--
we'll skip right here-- is that I'm filming it
live like a video game. This is not rendered
in frame by frame. I'm playing the game
virtual production. And I'm recording it using
the Atomos Sumo monitor. So this is live
recorded, live captured. And it's supposed to feel like
you're actually shooting it. So all these movements
are being moved by me. I can move the sun. There, the animation for the
characters are pre setup. But the capture of it feels
like a live action set. And that's what
I'm always after. And that's what it looks like. You can watch this better
quality on YouTube. That's all in camera. And so we're now moving
on to mixed reality. I'm going to throw a
lot of names that you if this is your first time
hearing about this stuff. But again, go Google it. This is where you want
to start the search. So mixed reality,
again, we're talking green screens and real cameras. You just bumped up a
big notch in complexity. But the things you're looking
for in Unreal Engine that makes this possible are Composure. You can live chroma key quite
well now in Unreal Engine. You can bring the video
into your computer using the Blackmagic or AJA
plugins and capture cards. If you need to get video
into Unreal Engine, that's Blackmagic. If you want to composite it,
key it live, that's Composure. That used to cost a lot of money
from a software point of view. That's now Unreal
Engine for free. Things you're going to
need to Google around with, media framework, virtual
production plugins, and Unreal Engine. Again, included and free, you
just need to turn them on. SPEAKER: Hey Matt? >>Matt: You want to
have all these things here. Yeah? SPEAKER: There are a couple
questions about the capture cards. Can you talk a little bit
about the capture cards? And what your
experience is with them and what is sort of required? >>Matt: Right. So the card that
definitely works is the Blackmagic
DeckLink 8K Pro. It's the one I have. It works perfectly with my
Blackmagic URSA Mini G2. It is an SDI card with
four in or out ports. That is the card if
you can afford it. Just get it. Save yourself the headache. It works. As you come down
in price, there is listed on the Unreal
Engine website which cards are technically supported. Generally speaking, the
DeckLink line from Blackmagic is supported. I'm not as familiar
with the AJA cards. I do not have them. I haven't personally
tested them. But I know studios who prefer
them for different reasons. It's technical. It's a video engineering
technical thing. If you really want to do
this at a serious level, you're going to want to
get an SDI camera that can output timecode and genlock. So look into that. The cheapest, most affordable--
which I bought-- again, URSA Mini G2 is
$6,000 for the body. Hard pressed to find a
cheaper, better camera for this than that. Still my opinion. Of course, the high
end cameras work. Broadcast cameras
generally work as well. Those are more expensive. You would know if you're going
to get a broadcast camera. And broadcast lenses they're
still $100,000 to $200,000 for such a camera. So you would know if you
were going to do that. On the indie level, people
are going to ask immediately does my a7S work? Does my DSLR work if
I only have HDMI out? You can technically convert
them using Elgato hardware. And it'll show up as a webcam. You will not have
time code or genlock. And you can technically
convert HDMI to SDI. You will also not have
time code or genlock. So you will be able to pull off
indie mixed reality, will not be able to get perfect
sync with those cameras. So you can start, for sure. Like a a7SN, I don't have
them readily available. I can show you
demos of people that are doing pretty good work. a7S5 tracker, getting it into
Unreal Engine, looks good. It's never going to
be perfectly tight, but you could get started
for sure, feel good about it, then upgrade your
camera or rent a camera. If you want to just
get into it and scale, URSA Mini G2 is your best start. Get a Blackmagic deck
link card, 4K or 8K. Those are the get
started quick kit. If you want to make it work
with whatever you have, you can start with
an HDMI camera. SPEAKER: So there's now
some follow up questions about genlock and synching. You had a great video
where you very specifically talk about the issues
related with moving a camera and not having your practical
elements sync up with your CG elements in the background. This is a real issue
in virtual production. You definitely want
whatever is real, whether it's humans
or non-humans in the world synching
with your background, especially with moving cameras. And that was a particular
learning curve, right? And so hardware plays into
that very specifically. Can you just spend a
few minutes on that? >>Matt: Yeah. I forget the actual
vlog, but you definitely want a camera that can
output timecode and genlock. And there's nuances within
just saying that alone could be an hour long talk. But if you're serious, skip
to the genlock cameras. You need it to play ball. That's how Live Link
is going to be created. Everything syncs to that. There's a lot of settings. If you look at the pro video
section of the Unreal Engine documentation-- I don't have the link. It's linked in my YouTube video. There is lots to read there. The scope of just teaching
video engineering on what is timecode, what's the nuance
of genlock, that could be a very, very, very long talk. SPEAKER: This is hours
of savings, right? The people who are going to bang
their heads against the wall until this is solved. >>Matt: If
you think you're going to try to make
money with this, or really get serious
about it, dedicate time. Don't mess around
with HDMI cameras. Just jump right to
genlock cameras. Like, how much is
your time worth? SPEAKER: Super important. >>Matt: Yeah, in general. You can make it work. It's not going to be super
fun, though, long term. SPEAKER: If you want to
teach it, teach it right. Teach it with genlock. >>Matt: Yeah. Blackmagic G2 is
$6,000 for the body. That's pretty good. That's a disruption
to the cinema space, let me tell you, Blackmagic. SPEAKER: Yeah. Just put it on the line
item and make it happen. >>Matt: Yeah. Skip right to the end. That's not even the endgame. Skip to that part, trust me. To mess around with non
genlock and what not, it's just going to be
annoying, bad, and hacky. And also not the way
it's done professionally. SPEAKER: Right, exactly. >>Matt: You
can hack around it. I could show you. But I would not
recommend it at all. SPEAKER: That's not the point. The point is to do it
professionally and right. Yeah. >>Matt: From an
education point of view. If you're one person, you
have an a7S and a VIVE and you want to make it work? Join the Facebook group. We'll show you. It's doable. But you're always going to
have subpar results compared to a genlocked camera. >>Tom: Yeah, and it's
one of those things where you end up spending so much time-- you want to spend so much time
trying to fix those errors and work around. And then as a teacher, are
you teaching workarounds? Or are you teaching a way
to actually deal with this? And genlock and time
code is something that in the professional
world is a common thing. And it's one of those things
that's divides the prosumer with the pro and the consumer. It's one of those things. So if you're teaching this, it's
really important to make sure that you're [AUDIO OUT]
that aspect of it. It's key to this all
working together, especially once you start to get
three or four different actors and cameras and
everything all together. >>Matt: Yeah. From a teaching from a
teaching point of view I definitely would
teach the SDI. If the students then
can't afford that and they're using HDMI
cameras and DSLRs, the image quality is
going to be great. And they can do that. But as they graduate
into the real world, at onset, if they don't know
how to work with a basic genlock or know the concepts
of it, you're at a pretty big disadvantage. Especially when it
comes to mixed reality virtual production, it's all-- there's a tight knit video
engineering broadcast aspect to this type of work. Because a lot of this, at
the high level, is live. Live to air virtual production. So this is not like,
oh, we messed it up. We'll roto it. Like, no. This is live. Katy Perry, American Idol. Live. So this is precision. And now you're talking genlock. You're talking very high
performance level of this. This is not messing around. So if you want to teach
for you know the broadcast application for this and go
to work at those studios, you need to at least teach it. If you end up executing
at a lower level to just get it
done, that's fine. But it definitely
needs to be covered. SPEAKER: Yeah. It's not called
real-time because you want to fix it in post. >>Matt: No. It's live. This all threatens to be
live streamed to the world. That's the fun part, too. But it does require
genlock and time code. SPEAKER: Well, thank you. >>Matt: Yeah, for sure. Any of these categories
I could spend 10 hours just going into it. But I'm trying to give the
overview so people know where they're interested, where
they want to keep Googling, and not actually getting
into the nitty of it. SPEAKER: That was
an important one. So I definitely wanted
to pause for a second. >>Matt: Excellent, yeah. Moving on, we're still talking
software in mixed reality. We went over the stuff
that's in Unreal Engine. More technologies to do all of
this are in the engine itself. That's been a huge
disruption to get that. You can look around. The software that used to do
this, you can't afford it. [LAUGHS] Unless
you know you can. It's very expensive. This is free. You can get started
with the stuff for free. Other software that supports
this, again, Steam VR. If you're going to track your
camera with a VIVE tracker or controller, or
the headset, even. Still people do that. It's fine. It works. High end tracking solutions
other than the VIVE, we're talking MoSys,
Ncam, Stype. Google them if you've
never heard of them. Start looking around. Those are them. There's others, but
those are the ones I'm working with this year. Other software that
sort of sits on top of or between Unreal Engine. Aximmetry, Vanishing Point,
who I'm working with currently. And we'll be demoing their
Vanishing Point system very soon with Unreal Engine. The basket-- oh no, never mind. Disguise is another
software suite that does something similar. I'm also working with
them a lot recently. A lot. And ZeroDensity. Another name. Pixotope, another name. If you've never heard
this before, it's like, what are these magical
worlds you're talking about? Those are the names
out there, just so that you can get a head start. And if you hear
them out there, it's related to virtual production. Hardware, OK. PC tower. If you're doing mixed
reality, PC tower. No laptops, no Mac. Just leave. That's it. That's just what this is. You need two PCI slots
for the capture cards. You need two PCI
slots for any GPU that could even have the hope
of handling such a thing. My latest computer, the HPZA
back there has six PCI slots. I might need more. We'll find out. Blackmagic capture
card, AJA capture card, graphics card you're talking-- at this point, I heavily
lean towards NVIDIA Quadro. NVIDIA 2080 ti
will get you there. Don't use anything
less than that. It's not quite worth it. If it's what you
have, go for it. If you're talking new
purchases, investments 2080 ti is like at the
bottom of the barrel. It's incredible, but this
stuff pushes really hard. Quadro is really preferred. I haven't personally
tested the latest AMD GPUs. I don't see them out
there in the field, anecdotally, all that much. They probably do work for mixed. But it's a whole lot of NVIDIA. A whole lot of team green. Camera tracking, again, VIVE. Controller, Oculus
Rift works as well. VIVE is a little better. It's just a little bit better. If you have Oculus Rift
in your school, use it. If you're purchasing, VIVE. 1000% VIVE. Again, Vanishing Point Vector,
I'm working with that system this month. MoSys, I'll work with that
system later this year. And Canon Stripe. Just names of hardware
tracking companies. Throw them in the
Google tabs right now. Just looking up
what they are, those are the names you want to know. Cameras in mixed reality,
we kind of covered it. My base recommendation,
don't go lower than a Blackmagic
designer URSA Mini G2. Just don't go below it
if you're purchasing now. That's what Richard was
using on his basketball demo. It's what I use. A lot of studios-- there's a lot of things special
about the Blackmagic camera. I made a 40 minute
video talking about it if you want to watch it. Just go for it. Don't use the other ones. On the high end,
Alexas work great. Reds are to be tested still. Alexa works 100%. And broadcast
cameras-- again, you know if you're going to buy
like a $100,000 Ikegami or that type of
broadcast camera. Lenses, EL lenses. Or, at least, cinema lenses. They could be EF or E mount. But they need to have a big
focus barrel and iris, ideally, if you're going to
do this seriously. Now at the indie level,
I'm still using SLR lenses. I've been able to
do everything I do. So it can be done. If you're looking to build
an indie virtual production studio where you
think you're going to charge clients or
teach this at a level good enough for students to
graduate into a working studio, cinema lenses. For a cinema workflow,
broadcast zoom lenses Canon, Fugi on
with serial ports ideally. And something I'm
experimenting with, like, today is the new extended cook. I did an XD data by ZEISS,
ZEISS extended data. This stuff is crucial. Currently, this is one
of the main bottlenecks in the industry is getting
lens data back into the engine. But I'm working very hard,
and so are a lot of people, on making it easier. ZEISS extended data is going to
play a big role moving forward. So if you buy lenses
like the CP 3s with XD, Fuji Premista. Higher end lenses
have this data. It will make your
life a lot better, and your end results
much better as well. And I could talk about
that for an hour. Studio stuff. This is a film shoot. You need a green screen. You can have a
cheap, muslin one. I personally recommend
the Lastolight backgrounds back there. That's two of them
stuck together. They're pretty stretched,
out perfect for keying. Really easy to do,
and very lightweight. They're portable. I really recommend it. You can also just get muslin
hanging off a backdrop, paint a wall green
on the indie level. But it's studio. So if you're a school that
has a cyc wall that's white, paint it green and get started. And it's film production for
the teachers and the students. Do you want to make a
short film or a music video filming real people with
lights and all that? We haven't even touched lights,
that's beyond the scope. You have to light
all this as well. I could go on for a long time. But let's look at some
quick mixed reality here. This is a YouTube video
you can find on my channel. So the mixed reality part
is me walking around. So I'm in there. And then I'm also doing
VCAM at the same time. I'm doing one more
thing as well. And there's the basic AR,
which it may be hard to see it, but there's actually a 3D
camera moving around in there. And if I foreground
it, that would be AR. So this is a mixed reality
AR and VCAM all at once. And I might need
to skip through it. Oh, man. It makes it real tough to
click through here because of the old Google slides UI. But I'm going to get it. There it is. Am I going to move it? It's coming up real soon. I moved it, I missed it. OK, here we go. As an additional thing-- Lewis referred to this before-- I'm going to move a
real light and then also move a CG light
that's tracked to it, just using a VIVE controller. Nothing crazy. And the demo here
is that I'm lighting the real world and the CG
world in the same manner. Not perfectly, but
it's a concept piece. But if I go stand in front of
that light, I get the light. And so does Shinbi here,
a free Paragon asset. I hate to refer to her
as a Paragon asset, but that's what she is. She's a great actor, awesome. Really good to check out really
high end 3D humans as well, Paragon assets. Definitely go get them. So yeah, this is that demo. This is mixed reality. This is what I've been
messing with, and AR, and light matching. And now that we have
wireless DMX and SACN, I'm going to be matching
sky panels virtually for the real world,
for mixed reality-- whoops, I hit Escape. There's a lot more
to cover with that. Let me hit present instead. Loading. So that was mixed reality. Islands, that's a big one. If you can get through
that one, you're ready, perhaps, for this one. This is LED. LED walls, Mandalorian. How do we Mandalorian? It looks simpler, because just
says Unreal Engine End Display, but End display is the thing
you're going to want to Google. You're going to want to search. You will end up on my
Facebook group, however. It's very new technology. It's different every
day how this works. Literally every day. Cutting edge stuff. We do it differently than
how men-- it's different now. Things move very
quick in this space. I'll show you-- I
already showed you. While it's pretty challenging,
and maybe a little expensive to get the walls-- which
we can address as well-- people are doing it. These studios are
up in mass already. Way more than you
would ever expect, this is being done right now. Unreal Engine End
Display, Google it. That's the core tech. There's a lot more
to go into, however. But that's where
we should start. To go deeper, you'd have
to be already doing it, I think, to get much from it. Other software, Steam VR. If you want to track at a
consumer level, it can be done. Demos are not bad. A company I'm working with right
now very closely is Disguise. Something you can Google. It's beyond the scope of this to
discuss how Disguise and Unreal Engine interface, but
something to look at. Hardware, PC tower. Everything else,
just get out of here. I work with HP Z8s,
very much recommend it. Zero Density, a
company that works in this space for,
again, live execution broadcast, high
precision, high tolerance, they standardize on the HPZ4. The one even below
it is what they're running for all these systems. NVIDIA Quadro GPUs,
don't use anything else. It's those. NVIDIA sync cards, you literally
cannot do this without them. I just simplified
your purchase order. That's what it is. SPEAKER: [LAUGHS] >>Matt: Camera
tracking, VIVE, MoSys, Ncam. And in many cases,
you're going to have to go to something optical,
Vicon, QualSys, OptiTrack. Depending on the
size of the volume, again, a lot to
cover about tracking back in volumes depending
on the size and the shape. Cameras, bare
minimum, URSA Mini G2. I've seen it done with
others, but just don't. It's so much harder. This is very technical. Make it easy on
yourself, get a G2. Pretty affordable. You need to time code. As a reason why, the
time code and the frame-- like the frame coming
out of the G2-- the LED Wall syncs to that. And so does the render
engine, Unreal Engine. The heartbeat of
the entire system is coming out of the camera. So your camera heartbeat
has to be pretty strong, genlocked, time coded, etc. It's not really going
to work out so well with any other type of camera. High end Alexa, high
end broadcast cameras, they all have that built in. It is a professional feature
to have genlock, SEI, and time code. We need that. So if you're looking
at LED walls, I mean, you should be looking
at these cameras already. Lenses, broadcast lenses
with serial ports, EL lenses, really
any, because you're going to be doing external
encoding possibly, or extended ZEISS
data, Cook extended data for certain systems. I'm still working on that. This year you'll see me talking
about that more on YouTube as I'm personally
testing at the moment. LED walls, how much
is an LED Wall? It costs money. They do. What you want to start to
look into as a start are ROE. Saves you a lot of headache. Look at the company
ROE, shoutout ROE. We're talking a
little bit already. A model, the ROE Black Pearl
2 is what we used at SIGGRAPH. Possibly what was
used at Mandalorian, I think we can say
that at this point. The higher end are
the ROE Sapphires, with a lower pitch density. Those are pretty cool. And those are better than
what they used on Mandalorian. This space is moving very fast-- very, very fast. And with ROE, you're
going to very commonly see Brompton processors. So if you want to start
to price these out, look for people
that sell ROE Black Pearls and Brompton processors
and the needed networking hardware that goes with it. You'll be able to price
them out to find that. I heavily recommend
consulting with companies like Lux Machina, who did the
design of the walls for Star Wars and those type of projects. Also, on set facilities
with Asa Bailey. These are great
consultants in this space. Or, how do you virtual
production LED Wall? There's a lot. You want to work
with some consultants if you're looking to invest
into a stage like that if you know very
little about it. Projectors work. You can do this
with a projector. If you come on the
Facebook group, someone posted a short film
trailer that they did with it. Looks great. You have some different
lighting requirements. You have to have the
footprint of the stage to use a projector
instead of an LED Wall. It can be done. It looks great. It's pretty awesome. There's some commercial
projects that are not public yet that I've seen and talked
to the people doing them at high level executions for
big brands that you know. Unreal Engine projectors,
they look very cool. Much different execution
on set, though, however. And then LED lights. You need to have your lights
talking to Unreal Engine. You can do it. That's a whole category
of learning, the ETC and the grandMA. The pipelines right now, Unreal Engine can actually
speak to the LED lights through sACN, Art-Net. I'm starting to
just get into that. You can actually do it directly
in Unreal Engine now, too. On the bigger sets, you're
going through a grandMA, you're going through [INAUDIBLE]
pipelines, all that stuff. I work with a lot of
lighting designers right now. And then, regular
old film production. That's just the tech. That gets you an LED
Wall and a camera. But you need real people,
you have to light them. You need to have audio,
you need to do all that. And LED walls look
better when there's a really good practical set. So the art department
is still here. That's a whole lot to get done
when you start the LED walls. That's an overview, though. Companies to look
into, things to search. There's a quick video. This is the LED Wall shoot
that I was the director DP on. That's an LED Wall back there. Most people maybe have
seen this already. Alexa LF, ZEISS 28 to 80
full frame lens, no XD data, running Unreal Engine-- I forget. Some special version, probably. But this is the stage. It's relatively small
compared to Mandalorian. Everything is pretty small
compared to Mandalorian. But still, this was
the LED shot I did. And again, kind of what
fuels what I do is I would like one of these walls. I would like to keep filming on
these and designing software. So this is the LED
demo that I was on. And I showed an indie
one earlier on too. OK, so that's a lot of tech. If you're brand
new, that's a lot of names to Google,
but good start. That will get you quite
far into the process. So step by step, where
to start, where to go. This is kind of the way
that I see it currently. You start with previs
all in Unreal Engine and you're doing
in engine stuff. So you need to learn how to make
a simple set in Unreal Engine. Use Quixel assets,
they are free. Mega scans, use
Paragon characters. Also free. Photo real humans and
photo real sets for free. That's very new. That's did not exist when
I was doing this before. And use Sequencer. Google it, Unreal
Engine Sequencer. How do you make a little
movie in Unreal Engine? Previs, start there. Next you're going
to go into VCAM, which is where I have a tract
camera, using VIVEs and Oculus Rift. If you have an expensive
camera tracking system, you're an animation school
with a mocap studio, you can obviously use a VICON
TRO or something, very easy. Now you're going to use
Take Recorder and setup that little sequence you
made in Unreal Engine. Film it live now
using Take Recorder with a handheld camera. So now the camera person is
a live horse into the engine. I do a lot of that. If you can do that,
next step is mocap. Now do that with a human. Put on your mocap suit,
learn that workflow. Live record the camera and
the human in Unreal Engine. Make a movie. I'm still working on
that one, still tricky. Mixed reality is next. So now you've done
this stuff that's basically all at your
computer, essentially, with a little bit of
human interaction. Now you have to bring a
real camera into the mix. Now it's film production. Learn how to get the video
footage into the computer. Blackmagic, look at the pro
video section of the Unreal Engine documentation. You might as well just print
it out and put it on the wall. Very, very important to
get you through that step. Composure for compositing, and
learn how to live record it. A lot of nuance with that too. Next would be LED
Wall or projectors. I think projectors are
probably a lot more accessible for some people. So you could just throw a
projector against the wall and learn how to do nDisplay. That's the key word here. If you want to do LED walls
and projectors, nDisplay. That's what you're
going to be working on. That's the progression I suggest
for teaching and learning. And you're also
looking at the road map from my YouTube channel. Once I start the
tutorial series, this will be what I
am going to be doing. I have to acquire all the
hardware and knowledge to do it first, but I'm
well on my way to do that. SPEAKER: Hey Matt, real quick. Explain what nDisplay
does for folks who just aren't familiar with it? >>Matt: I
don't know if I can. It's a doozy. But essentially, you
have to, let's say, calibrate the 3D world
to the actual camera you're shooting to the actual
LED Wall that you're filming. All those things need
to be perfectly aligned to make that effect work. nDisplay also as
a core technology in taking, say,
multiple LED walls and stitching multiple Unreal
Engine renders together. So say you have a
gigantic LED Wall and you don't want to spread
4K resolution across 50 feet. You would actually
take four 4K renders and stitch them together while
keeping all off-axis projection and all the tracking together. nDisplay does that for free. A little tricky to
do, you can imagine. But that's what it's doing. So if you want to sync a
real camera, Unreal Engine, and an LED Wall
to make this trick work, the evolution of rear
projection, essentially-- that's like rear
projection, the video game. nDisplay is the core
technology that does that. There are others, but
they cost a lot of money. nDisplay is free in
Unreal Engine currently. And you don't need
a big LED Wall. I wish I could show the demo. I don't want to do it because
they're from the Facebook group and I didn't ask permission yet. But there's people
that do it quite convincingly with a little
toy on their LED monitor, the computer monitor. Same setup process to
do it for a little TV as it is for a
gigantic LED Wall. So that's nDisplay. Syncing real camera,
Unreal Engine, and an LED Wall, or your
little TV and a stuffed animal, maybe a Fortnite llama. That's the core technology
that's needed in Unreal Engine. SPEAKER: We like free. >>Matt: Yeah. Yes, for sure. The hardware is not free. That costs money. So it's great that the
software is pretty accessible. Last is just resources, so we
kind of covered this before. But I guess there
is specifically a virtual production part of
the Unreal Engine website, check that out. Unreal Online Learning, a
lot of free courses here. Not too many specifically
on virtual production, but enough to get
you into how you make a landscape, how you do
certain basic blueprint stuff. If you watched all of those,
you'd have a lot of knowledge to get in there. Might switch to game development
all of a sudden like I did. Like, hey, I can make a game. Maybe I should. Unreal Engine YouTube channel. The canonical UE4 tutorials. I've watched all of them twice. And so that's how I
know Unreal Engine. If you want to
know Unreal Engine, that's a good place to start. Watch all of them. Watch them all. Some of them are not up
to date, but the concepts are still pretty much universal
for any real-time rendering. If you want to-- I'll be making these
tutorials eventually. But how do you make an Xbox
controller move a camera like you see in my demos? I'll show that specifically. But I learned how to
do that by how do you make an Xbox controller move
a character walking around in the world? It's exactly the same, except
at the end of that tutorial, you're moving a
character around. Those are the sources. And then this, the documentation
from Unreal Engine. That's going to get
you a lot into there. But watching videos is very
helpful versus reading. Not everyone can read and learn. A lot of people like
to watch things. I can't stress this enough. If you're thinking
you're going to do Unreal Engine, virtual
production, especially with an LED Wall,
you need to join this Facebook group, Unreal
Engine virtual production. Hop in there. I probably have, like, 1,000
pending requests right now. That's the place. That's where all this source
material from the indie stuff is happening. That's where I go to
learn Unreal Engine, and it's my group. When I need to learn
something new about it, I speak directly to
Epic Games employees. I speak to the developers
of the hardware solutions, HDC is in there,
not to blow them up. But this is where
it's happening. There's other places
as well, for sure. But this is the one
that I can tell you-- and I manage. It's happening right there. And then my YouTube channel
is Cinematography DB. If you've ever looked up Unreal
Engine virtual production, you found it. It was that. And so right now I'm doing
the virtual production vlog, which is documenting,
getting me up to speed. Next step once I'm up to
speed is the Unreal Engine VP tutorial series on how you
should do it, and how to do it. I need to get to speed, though. It's probably going to take
me to the end of the year to get all the stuff
I need up and running, all the partners
lined up to do it. But once I can do
it, I pretty much want to make that
tutorial series just to get more people
into the ecosystem. So that will be that. And that wraps up-- oh,
I went the wrong way. That wraps up this
lovely Google slides. I'm supposed to shout out
this free slide theme here, Slides Go. Lovely. I like Google Slides. And feel free to reach out
to me casually, Twitter, Instagram that's fine. LinkedIn is specifically
if we're working together. That's primarily how that works. Nothing personal, it's
for if we're literally doing jobs together. And then email is
less preferred. And if it's about
contract DP work, I have an agency which is Gersh. If you're working at
that level, you probably already know Gersh. So we go through those
contacts for freelance DP work or consulting in this space. That be the presentation. SPEAKER: That was
pretty awesome. >>Tom: Amazing stuff. SPEAKER: Yeah. And thank you, by the way, to
all the folks in the chat that are contributing. It seems to me like we've got
a pretty decent group of folks, professional virtual production
people in the chat that are helping contribute. So thank you all. There definitely been
quite a few questions that have come through
as you were presenting. >>Matt: Really? [LAUGHS] >>Mark: Hundreds of them. SPEAKER: Especially talking
as Matt Workman tends to talk, at a pretty good clip. So I think there were questions. I think you answered questions
about the capture cards, and that was really good. And I think that some of the
questions that were asked you address later on in
the presentation. There's people that we're
not 100% sure about how Cine Tracer fits into the big
picture, what it is exactly. Once again, Cine Tracer
is an application that Matt makes that sits
on top of Unreal Engine that sort of simplifies a lot of
the visualization process. It doesn't have
IO, in other words, you can't put things into it. And what is the output
from Cine Tracer? So everyone's 100% clear? >>Matt: My ideal
output is an 8 and 1/2" x 11" storyboard that you
print out and bring on the set. I try to keep it very practical. And we're not even
outputting movies. You can record it with OBS. But I very much built it
for people to in 30 minutes have an idea of how things
should kind of be set up, throw a couple of cameras
in there, mess around. Storyboard them right there, you
just capture it, print it out, bring it on set. That is the workflow
of Cine Tracer. It may be evolving into a more
virtual production workflow, but we will see. But if you are serious
about virtual production, especially at the
professional level, just jump right into
the Unreal Engine. That's why I've been
really pushing that. It's slightly
confusing at the moment because I am building
something currently. All this stuff you
see me shooting is my framework
that I'm writing. But that's not available yet. And doesn't have a name. But I do see people confusing
that with Cine Tracer. It is not, though. It is nuanced. If you're brand new, you
wouldn't know what from what. But that is actually something
that's not released yet. But I kind of alluded to it. It's a framework
that should hopefully allow Unreal Engine to be
used for all in engine, green screen, or LED. Just trying to unify
the controls for that. So that's not out yet. SPEAKER: Right, right. >>Tom: And that
will be an amazing asset to have for folks
trying to do that. SPEAKER: There's
also lots of folks that probably are experimenting
with DSLR cameras and HDMI. And I think that as
you start watching your very first videos,
you are working with those. And you are
experimenting with those. But if you go and watch,
you had pain points. And you moved through
them because you wanted to get to the fun stuff, right? And so I encourage
everyone to go and watch-- I think there's what? 14, 15 videos in the vlog? There's a bunch in there. So you can go and
watch and experience. They are at the most
15 minutes long. Most of them are
about 10 minutes long. So it's not like you're watching
an hour and a half per video. You can go and see the
progression and why. And you can go and
watch the genlock video. And it's very clear why you want
to go and do certain things. So just go check it out. Because it answers the
questions very clearly on why you want to get
past these pain points. And there was one
particular comment that I found really
telling, which is you want to get to the art. You want to go and do filming. You want to go and do
virtual production. And you don't want to get
mired and caught up in, oh, I've got to get
this camera set up. And why is my frame
slipping from my practical? And why is my green
screen not working well? And why am I getting weird
edges on my characters? You want to get past that
as quickly as possible, because you want
to tell the story. You want to do whatever
production you want to do. And you want the
lighting to work. And all these things. And so I think a lot of what
you're presenting here-- and a lot of what we want to
be able to teach to students, or if you're a
student you want to be able to put into your portfolio,
or if you need to go get a job and be able to
present on set-- is that I know how to
solve these problems. And the analogy that I used at
first, driving the car as it is being built, we want to
be able to show up some place and say, I can drive the car and
fix it while we're driving it. And so I'm invaluable to this
virtual production workflow. Hire me today because I
already know what I'm doing. I think that's really important
because we are driving the car as it's being built right now. And so what you
just presented was super valuable for those of us
who haven't gotten in the car yet. >>Mark: I've got a
question which relates somewhat to that and the art of things. One of the things I think
a lot of universities are interested in using
virtual production is because it is an
incredible tool for learning. Would you say you
have learned a lot? Not just about the
technical aspects, but about being a DP and
the way in which shots work? And have you changed the way
in which your shots work now because of this? And is it actually
helping to drive a whole new range of creative
visions within your work? >>Matt: Definitely. Yeah. It's like the Matrix. It's like a video game. Specifically on one
of the last videos I did, it was a
cyberpunk looking film. And I had a Lamborghini
car, the doors opened up. And I drove-- I played the video
game of it coming in, like spinning around. And then getting out. And he talks, gets back
in, and he peels off. And does a drift
around the corner. I've never filmed
that in real life. Ever. I can't imagine. I've shot over 200 music videos
and I've never filmed that. But I filmed it
in Unreal Engine. And I approached filming it the
way that I would have filmed it in the real world. So have-- >>Tom: And you
did your own stunts. >>Mark: [LAUGHS] >>Matt: I did. Yeah, please don't watch
any of my dancing videos. [ALL LAUGH] I'm learning mocap. And that's part of it. Yeah. I'm filming and doing things
that I can't do in real life. And that's why I like doing it. The helicopter? I've not filmed in a helicopter. I don't ever really
want to, to be honest. They're quite dangerous. But I filmed the war movie
in a helicopter, a short one. And then I filmed the
cyberpunk thing with a car. And I approach it the same
way I'm filming real stuff. And I build the tools
and make that possible, and feel like it as well. So, yeah. I am learning. Because I don't get to film
those things in reality very often. >>Mark: I
think the first time I saw any kind of
British production system was actually in the special
features for the Tintin movie. And Steven Spielberg
actually with WETA. And I thought, oh, I'll
never be able to get my hands on these tools. And he was like a
kid in a candy store. Because he was able to
do shots that he's never been able to do before. And he was absolutely loving it. Now, everybody can do it. >>Matt: And
I think there's something about one
person alone being able to iterate without the
whole machine around them. And I get contacted by
directors at pretty high levels that are interested in
the same exact thing. Working on a big,
big end pull project, there's a lot of
people around you. And you don't just
get to do whatever. You very much have to make
things-- you know, decision by committee. And what I've really
found is interesting, while I love working on
set with a film crew, there's always time. You're on a set,
everything costs time. And everything is money. So to be able to just
sit in a virtual world and just take my time as
fast as I want to explore it, that's really valuable. And I think a lot
could be learned there. And so in an all
virtual execution, all you need is that cart. You don't-- that cart is
very much my dream cart. You could do it with
a laptop to be honest. Even on a green
screen or LED Wall, it will require some people. But it will require less. That's not necessarily
getting rid of jobs. But you can execute being
on Mars with less people than actually being on Mars. And so I think that there is a
lot from an educational space-- like if you threw three
students into that space, it was all set up, and you
just let them do whatever, then a lot can be learned very
quickly because there's not as much in the way. It doesn't move as slowly. It's very fast. It's real-time. The real-time part allows
them to experiment and learn. And even as a professional,
and the big, big directors and the players I've
been speaking with, it's like, they want that, too. They want freedom. They want to be able to make
maybe edgier content, things that are more personal. The content that
wouldn't necessarily happen on a mainstream level. Virtual production can
enable them as well. So it's good for
students and it's good for high end
executions as well. It's just more control,
maybe more time with it not costing as much
money just experimenting. Being alone in a
room with a piano is kind of how I look at it. And for me, a drum set. Like, that's my
drum set back there. Just leave me alone. Let me just figure it out. I'm not beholden to all
these people around me because it's so expensive. I think we're very close
to being able to enable a new generation. And a lot more people could
have that freedom to just mess around and have the results
be as good as, you know, what top professional
results would have been like 10 years ago. >>Mark: It's so cool. >>Tom: It is. It's really wild. It's almost like
having a laptop. And suddenly now you
can take your computer outside the office. And do things
outside the office. As a DP, I could
set up in my garage. And I can-- oh,
I've got an idea. I can go out to my garage. I don't have to
wait until shoot day and have everyone
around and then maybe squeeze in a little
bit of an idea in there into the shot schedule. Just not going to happen. That freedom to do that at home. I mean, can you imagine
today going into the shots and people are like, go check
out the shot I did last night. Let's see if that works. Yeah, at home. >>Mark: I have
another question for you in terms of where the people
who are using virtual production are coming from. Are they coming from on set
into virtual production? Or are they coming
from the effects into virtual production? Because I'm hearing
both directions. >>Matt: They're
coming from everywhere. One of the main
drivers that I hear, because I have a pretty
deep connection to the music industry, is the music industry. En masse. Extremely interested. Every concert for
2020 is canceled. That's a big moneymaker
for the music industry. But guess what? A lot of virtual concerts
are spinning up right now. And they need to be
good, really good. So the music industry
is pushing that hard. I'm working on a couple,
kind of publicly. But like that cyberpunk demo
is a pitch to some record labels to do all CG music
videos where we don't even have the artist necessarily. He or she could do the mocap
for the face if they want to. That's really a specific
kind of process. But pitching that and being
like, is this good enough? You know to do this? That costs way less
than you would think. I filmed that in my basement
quote unquote "for free". I'm not working with
anyone right now. I have the hardware
and the setup. But like, let's do a couple. The green screen virtual
mixed reality stuff? That's going to
be every concert, every product
reveal for the year, everything is going to be
that, just so that you know. All the virtual production
people here probably can't even read all the emails
they're getting at the moment. The bid is out. So that's where
it's coming from. So yes, VFX and film clearly. But everything. If it ever was a
production or an event, it is moving into this space. So DJs, music, sales
teams, everything is moving into
virtual production. SPEAKER: And probably once it
goes that way, not all of it will go back to practical. I mean, why bother? >>Matt:
That's a sad story. I don't own want to talk about. Yeah. [ALL LAUGH] Yeah. There's going to be-- I mean, the majority
of my friends are film production people who
haven't worked for four months. And that's not a good thing
living in LA and New York City. And I have a lot of friends
who will probably never return to the events
industry from the lighting side of things. I built lighting plugins, I
know that industry pretty well. They may never return. So there's definitely
a practical need for it right now in working remotely
and getting things done. Clearly this is a
massive priority. It's what my inbox
is every single day. SPEAKER: But it's a
good time to skill up on these particular skills. And it's a really
good time to realize that Unreal Engine is free. A lot of the stuff
that you talked about is free with regards
to the software. And a lot of the learning
material from Epic Games is free, which you pointed out. >>Matt: I
think it's the time to look at what you
do-- any industry. Film in it. Film and VFX is the most
straightforward move into real-time. Do I even need to pitch? It just makes so much sense. But basically, any
industry, it's time to look at what do I do, and how
can I do it in Unreal Engine? And let me tell you,
I talk to people that are not film,
that are not gaming, and they want to build
sales configurations. They want to build virtual
walkthroughs, virtual sales presentations. That's every company and every
product in the entire world needs that now, and needs it
in Unreal Engine real-time. Pixel stream it to the web. Pixel stream it to your phone. There's all sorts
of ways about it. And film and VFX? It's super-- watch
The Mandalorian. It's like, what
more do you need? But I get it from every
angle, specifically music and now sales. Because I worked in
commercials and advertising. Advertising agencies
are going to start deploying in Unreal Engine. SPEAKER: You know, I think
this is really important. So if you're a
traditional university, and you've got an
audio department, you've got a film
department, you've got a television
department, and you've got all these departments. In some cases, they're not
even in the same schools. One is in the School
of Communication, one is in some art school. And that means that they
don't collaborate very well. It's pretty valuable,
if possible, for them to kind of find
a way to get together. Because there's so much demand
for these unicorns coming out of schools that know enough
about lighting, audio, how to run a camera, and how to
do these things in real-time. Because if they're
going into school and they're going to come out
three to four years from now, that landscape is going
to be pretty different. And the demand for real-time is
going to be pretty different. And a school that can tune
their curriculum and change and start to realize that the
pencil has changed, right? The tool has changed
for telling stories and for doing commercials and
all the things you just said. And now is the time, especially
if we get any time to breathe, like being at home, to go how
can I take what is available and this information and in
the fall or winter or whenever, start to think
about it differently and teach a little differently. And prepare these
kids a little bit to address what's going to
be a year or two from now or six months from now. >>Tom: Right. What's going on now has pushed
the timeline of all of this so far forward so much faster. We've been-- Luis,
you and I have been talking virtual production
in schools for years now. And trying to make sure
that every school that's teaching, like Matt said,
any product visualization or anything to
jump on real-time. And especially the
film and TV schools. And we're having to shake
them by the shoulders and be like, you've
got to teach this. Because by the time
these kids graduate, the way you're teaching
them is already outdated. And in the last two
or three months, I think that's just really
pushed it even further. People who were dabbling
and experimenting are like, let's do it. Let's go all the way. So the floodgates
have been opened. And the students
that are graduating in a year or two years? This is where to start now. At least that's my opinion
on it from where I sit. And I see the industry moving. It's such a huge
opportunity, too. If you can have that
under your belt, when you hit that
job market it's going to be a much better place. If you don't, you'll see
a lot of job postings. And be like, man, I wish
I learned the Unreals. >>Mark: It's
something I'm certainly hearing a lot of
from universities that they really, really
know that this is happening. It's great to hear. Because sometimes
universities take a while to find if this thing
is actually an important thing. And as Tom and Lewis
can attest, they've been saying it for a while. But it has become
very focused, even before the current situation. Just the start of this year,
and I think after SIGGRAPH last year, it became
obvious to everybody this is going to be
revolutionary in a lot of industries. SPEAKER: Which makes us really
appreciate you coming on, Matt. And a lot of this information. Once again, the fact that
you took your journey and put it out there
for everyone to see, and then can come up
here on the stream and speak with authority
about hey, listen. I bled in front of
you all so that you don't have to bleed as much. We really appreciate it. [LAUGHS] >>Matt: I'm
still bleeding. I'm still bleeding
out over here. [ALL LAUGH] You
just don't see it. SPEAKER: We're coming
into having been on here for almost two hours. So if there's any
final questions, maybe we can take
one question here. And really, again, thank you
very much for all your insights today. And thank you all
for participating, for those of you who
attended and asked some really helpful questions. Anything, Tom and Mark? And Matt? >>Mark: It doesn't
feel like two hours. It feels like 10 minutes. I could sit here for
the rest of the week. SPEAKER: Well for those
of you who don't know, Mark is actually in the UK. So he's probably
ready for dinner. >>Mark: [LAUGHS]
Always ready for dinner. SPEAKER: But again,
thank you Matt. And we'd love to have you on
again, maybe in a little while after your journey
has continued on and you've figured
out some more stuff. You're always welcome. >>Matt: Thanks
for having me. I'll trade you an LED Wall. I'll come right back in. I'll show you how
that LED Wall looks. How about that? SPEAKER: That sounds
like a great plan. >>Tom: That's a deal. >>Mark: I'll
see if I've got one. SPEAKER: I've got an LED
monitor, will that work? >>Tom: [LAUGHS] SPEAKER: Only if you're
doing a really small movie. >>Tom: We'll pull all
of our phones and iPads. And stitch them all
together with nDisplay. It'll work. We can make it work. SPEAKER: All right. Well, again, thank you
all for showing up today. I will remind you
that these typically get turned into
YouTube videos that show up on unrealengine.com's
YouTube channel. So if you missed
anything today, come check with us by
Sunday or Monday and you'll be able
to watch it again. And next week-- next Friday-- we'll have another
stream for you. It'll be focused with
Linda Sellheim again on secondary education. And we've got some other streams
coming up that we're really excited about. So thank you again
for joining us today. Thank you again, Matt. Thank you, Mark. Thank you, Tom. And we'll see you next Friday. You all have a good weekend. And please be safe. And cheers, everyone. >>Tom: Bye everybody. >>Mark: Take care.