Work-From-Home Virtual Production | Unreal Fest Online 2020

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>>Matt: Hello, and welcome to this Unreal Fest presentation. Thank you so much for tuning in. My name is Matt Workman, and the name of my presentation is Work From Home Virtual Production. And I'm going to be talking about how I built my own DIY virtual production studio in my house and the type of work that I'm doing today. So a little background about me. For 10 years, I worked in New York City as a live action cinematographer primarily working on commercials and music videos. And what we can see here is that I'm on the bottom left of the screen there, and I'm operating a camera remote head. And I'm viewing the image right there. This is a very typical shoot that I would be part of. And my specialty was that I was doing a lot of previs work, specifically in Maya. And I was working on really technical jobs with VFX companies, and they were already working with previs. So I really wanted to be able to communicate myself, so I started to get into the fray, so to speak. This next image here is from a shoot that I did that was using the TechnoDolly, which is a motion control crane here on a [INAUDIBLE] studio. And this is the technical previs. And I was working with The Mill, and they were kind enough to give me their TechnoDolly IK rig. And that's how I was planning for this particular shoot. After the planning, the fun part-- for me, anyway-- is executing it in the real world. So we have to program the actual crane. And it loosely followed the previs, just making sure that we're getting the right boards across, and the right frames. But on a real shoot, we always have a little bit of things changing. And so this is the primary type of work I did as a DP, and this is how I got introduced to working in 3D, as well. So that was how I got introduced to 3D and combining it with live action cinematography. And I actually went on to start a company called Cinematography Database, where I made products that did just this in Maya, in Cinema 4D, and eventually in Unreal Engine. And what I've done is I've basically combined all of my knowledge and assets and tools from the other programs, and I've brought them to Unreal engine and put them together in one standalone package that is called Cine Tracer that's available now on Steam. Cine Tracer has become really popular in the film industry, which I'm very proud of, and was recently featured in American Cinematographer, which is one of the biggest trade journals for cinematography. So that's how I got started in Unreal Engine. And for SIGGRAPH 2019, Epic Games called me to be the director and DP for a pretty awesome demo here that you can see that was working with LED walls, and was quite literally the preview and basically a mini demo of the tech used for Mandalorian. So I spent about a month on that stage, working with Lux Machina and Profile Studios and a bunch of partners that you can see here, and my mind was really blown. I'd never heard of doing this sort of thing. And ever since working on this project, I have been taking the steps to be able to recreate this myself at an indie level. One, to see if it was possible, and two, just because I really like working in this kind of hybrid live action and virtual system here, where you can actually see final pixels through the camera. That is just amazing to me, and what really started my journey into documenting building an indie virtual production studio. So earlier this year, 2020, I started to convert my basement, which luckily is pretty big, into an indie virtual production studio. And what kind of led to this whole work from home concept-- this is all pre the shutdown, but what turned out to be pretty good timing. You can see the very beginnings of the studio are pretty small. It's one computer, one camera, and a very small green screen. But it kind of balloons by the end, and we're able to do some pretty cool stuff. So the first component to building a virtual production studio at home is some sort of camera tracking technology. And the most available and the most, I think, robust that I would recommend most people to have is the HTC Vive Pro and Vive Tracker. This is your standard Vive Pro that you would use to play video games. But using the controller and the tracker, we're able to do really high-precision tracking for camera movement, which is the first step that you really need. As I found out later on, I would eventually add more base stations. And these are these sensors that basically allow you to track the controller or track its position. And the typical Vive Pro comes with two, and I got two more for a total of four, you guessed it. And this just gives you better coverage, and you can make a bigger volume. So this is one of my first demos, where I was just testing out the Vive Tracker here. And I'm not really trying to make the image look amazing, though I went for an overcast look, which is really easy to make look good in Unreal Engine. What I'm testing here is the latency and the responsiveness of the tracker when you have four base stations up. And it is really responsive once you set it up right. You do have to be worried about things like windows or very large, shiny surfaces that are causing reflections. This technology is based on laser tracking. And if you've ever worked with LiDAR or other laser technologies, things like reflective surfaces and mirrors and glass can really throw off the tracking. So for me, I'm in a drop ceiling location with a carpet, so it's pretty perfect. I have almost no latency, and it's very, very responsive. So after getting the virtual camera going with you Vive Tracker, my real goal is to combine live action and virtual worlds together. So that means putting the Vive Tracker on my camera, which, at the time, was a Canon C300. And the way that you get video footage into Unreal Engine-- this is the first big step for a lot of people-- is that you need a capture card. And the one that I'm using is the Blackmagic Design DeckLink 8K Pro. And this allows me through SDI to get video in real-time-- live video-- into Unreal Engine and make it usable. And this is one of my very first tests here. No camera tracking yet. But you can see on the texture in the background of the plane that I actually have live video captured, and it's now usable in Unreal Engine. So that's really the first step. And this clip continues, and it's just a little preview of what my YouTube channel has, which is much longer versions of what I'm showing here. These are just clips from them. So next, after that, we're really looking for camera tracking. So we want to be able to match the real world camera with the virtual camera and put those images really right on top of each other. So in this case, you can see that I'm using a Vive controller, and that works perfectly well. This is one of the very first tests with the C300, which turned out to be not the best camera for this. There's some cameras that are better than others. But this is the first time that I'm doing camera tracking and a live composite in Unreal Engine. Now, this is still very shaking, and I'm moving very slowly to make the demo look good. But it's the first time that I was really able to get this sort of virtual set setup going here, and it was very encouraging. And this is the first step, I think, for a lot of people. And then I'm also showing how this is a live set. You don't bake any of these environments. Everything is dynamic. I mean, I guess you could bake the lighting, but I tend to keep it all dynamic, and showing that I can now actually change and alter the 3D background, which is half the fun, in my opinion. So after a little bit of work with the Canon C300 and some more research into it, I decided to switch cameras. I wanted to be able to do 4K. I still needed SDI. And very specifically, I needed time code and the ability to genlock the Engine to the camera's time code or frames, essentially. And really, the best camera after doing the research is the Blackmagic Design URSA Mini 4.6K Pro G2. A lot of studios are using this, and it is pretty affordable, and pretty much the most affordable entry level professional camera with all the features we need to do mixed reality in Unreal Engine. That's the camera, and I still very much recommend this one. Higher end cameras work as well. So this is one of the first tests that I did, switching to the Blackmagic camera. And we've changed a lot of things now. We have better sync. We're doing genlock to the frame. And in this little clip here, I'm basically explaining how this all works, at least to the best of my knowledge back then. And I have switched to the Vive Tracker. And you can see I'm zooming in on the SDI and talking about the different features that are needed for a camera to really work well in Unreal Engine. And we have a much better camera track and composite happening in real-time here. So after getting the camera tracking, we want to start to look at the keying, actually cutting out the person or the talent, the live action part, and doing that in Composure, which is built into Unreal Engine. And this is just me learning it. You can see here in this camera setup I continue to change my camera around. But if you look at the little monitor there, you can actually see that I'm viewing the live composite now as I'm shooting it. And that's what you really want. You want to be able to see what the virtual set is so that you can operate and change the lighting in an informed way. So this is one of my very first tests where I'm shooting my wife, Diane Levine, here. Shout-out. And you can see I have the camera tracking, and it's going OK, but I have a pretty bad chroma key. And that's not actually Unreal Engine's fault. That's me just learning, and I'm still happy to share my work in progress. I think I'm still not executing at full quality even today, but this was the first test. And for me, it was quite promising. But what I'll show you here now is that in Unreal Engine 4.25, 5 they came out with a new chroma key, or I believe a color difference key is what it's called. And that allows me to do keying like this and compositing in Unreal Engine at a much, much higher quality. And I've just learned how to use it in a more accurate way, especially with the despill and the edge matte. There's a lot to live keying. I'm still learning it. But just using the color difference keyer made a huge difference, even with the transparent and the reflective objects. And this is how I test it, with my llama and myself there. So moving on from the live key and the tracking, one of the next things that I really need to get into the system at an indie level is really hard still is to encode the focus. So if I'm going to focus on the real world object, the background should go out of focus. And that's in Unreal Engine. And then, likewise, as I focus to the background, I need to have this all tracked at the same time. The high-end tracking systems have solutions for this, and they require custom hardware. And they're a little pricey, but I figured out pretty lo-fi way of using two Vive trackers to track the focus, and this is that demo. I still do not recommend going this way. It's really not reliable. But as far as learning how to program myself a really lo-fi tracker for focus, I learned a lot, and it did technically work. But again, in the end, I really would not recommend something like this. You can see that I'm using two follow focuses, and it's quite DIY. But I was still happy to learn this entire process. Moving on for me, after I started to get more comfortable with the virtual camera and the VCAM with mixed reality is what I moved on to next. So you can't quite see it in this one, but I'm actually in the frame with her, and I'm filming it, which I'll show you in this demo. This is, I think, one of the first ones I did that was like this. So I'm filming the Countess, who is a Paragon character that you can get for free on the Unreal Engine Marketplace. And this set is also from the Marketplace. And I'm testing my handheld V camera, virtual camera, with a flashlight or a spotlight also amounted to it. So I could do an on-camera effect. And at this point, I figured I had to do mixed reality, so I thought I might as well just do both at the same time. So these are both live feeds out of Unreal Engine. And if you look closely, my mouse is actually still on the screen. I forgot to move my mouse during the video capture. But that was a great test, and there was a lot of response to that on the internet when I posted it, which was very encouraging to keep going. After that, I started to build different controls so that I could move around and change focal length and do different things. And I essentially map them to an Xbox controller. And what you'll see in this demo is that I'm actually piloting and moving around the camera stage with the Xbox controller to find where I want to shoot from. And then I go handheld with the V cam and do what I normally do. And what I really enjoy about this as a cinematographer is that I can see the reflections and I can see the different tones from the lighting while I'm filming it. And so that's really what makes this quite engaging to do. It's really fun compared to working with something that's all gray box or your standard, low-quality OpenGL viewport. Doing this all in Unreal Engine is really fun. This is my next test. As I'm continuing to mix real world cameras with virtual cameras, I'm also very interested as a DP to mix real world lights with the virtual lights. So you'll see that I've parented a virtual light to a real light and roughly matched their lighting quality so that I could potentially shoot with a real person and a virtual person and match the lighting between the two. That was what that demo was about for me. Moving on to remote collaboration, this is getting to, I think, the point of this talk, is really about what can you do remotely from home with virtual production. So this is one of my first collaborations that you can see here. And I'll talk about that a little bit more. This is a virtual reality experience created by MacInnes Studios. And we got connected through Epic Games, I believe, on LinkedIn. And he sent me their project, their Unreal Engine project. It was originally a virtual reality experience. And I wanted to make a cinematic with it using my new techniques and tools. And this is a demo from that. So you'll see that here-- it's barely a little small. We'll see a bigger picture of it-- is that I'm controlling the camera stage with my feet using pedals, which we'll see a picture of. And then the camera itself is also motion tracked. But this case, it's on a tripod. So I'm trying to move myself around in a smooth way and do pan and tilt. So it's a little bit of a juggle to do this. I think, ideally, this is really run by two people. But this is my very first remote virtual production collaboration where someone authored the scene. I actually did all the lighting and changed that up. And then I'm also doing the camerawork and making a little short film edit out of it now. And this is actually part of the MacInnes competition, their real-time competition, now where other people were given this scene to do the same exact thing. So that's been a pretty exciting collaboration, and I'm excited to see what people make with these assets. So this is a picture of that hardware. I'm still continuing to iterate on hardware. So this is a farm simulator hardware kit. So there's a wheel, which is great, that spins 270 in both directions and then self centers. And it comes with a joystick and a lot of buttons. And most importantly for me are the foot pedals, which I had mapped to moving forward and back based on where the camera was looking. And it just allows me to experiment with different live control systems, which is really what I'm looking for, which I'll show you why live is so important for me. Before I get into the next demo, this is the next piece of hardware that has really allowed me to work like I used to on a live action set in Unreal Engine. I can really work how I'm very familiar with working. And so I upgraded to an innovative camera cart-- that's the first one-- so that I can move it around and potentially bring this on set when that's allowed to happen. And the other piece of kit are the NODO Inertia Wheels, and those are the two wheels that you'll see there. I'm using those to essentially control the pan and tilt of a camera. The rotations for the camera are actually set up like a real gearhead would be in the real world. So there's slightly offset from just a nodal camera move. They have real world offsets built into them, which I really appreciate. And I like the way that cameras look that way. Another piece of kit that's on here is a midi controller. And I'm mapping that to playing back mocap and mapping lights to it. And it just, essentially, without even having to look, I can reach down and do things to the scene without having to go back to the editor. And that's all happening very quickly. And the very last piece of kit that you see here is the Atmos Sumo monitor. It's 1080p and it's HDR, so it looks great. And I am live operating off of that monitor, and I'm able to record with it, as well. So for my workflows, I am very much looking to stay in real-time. I don't go back to Sequencer. I'm not doing your typical VFX workflow. I hit Record on the monitor. I live operate almost everything. And at the end of a session, I might have an hour or two of just pro res footage that I go and I edit and I color grade, and I move on. That's very much the type of workflow that I like to do. And I'll share the very first demos of that type of workflow here. So this is a collaboration that is still going on with SuperAlloy Interactive. And forgive some of the messy mocap placements. This was really just testing the whole thing. This isn't the final mocap from the project we're working on. But what you can see here that is pretty final is that I have the camera head now being remotely controlled by the inertia wheels here. And I have a simple A to B key frame system that you set up while playing or while shooting. We don't do this using Sequence or anything like that. And it allows me to do camera moves that I like to do like I was in the real world. So in this case, I'm kind of emulating a dolly. And the earlier ones, I was emulating a technocrane, where we end up above the actors. And this combination of live camera operating while I'm watching the action happening gives a really organic feel to this and is, again, how I prefer to do camera work. I like to do these takes over and over again. And I like to physically get better at performing the move live. And it allows me to move really quickly. And, as you'll see in just a little bit, it allows me to work with the live director as well in a very fast, organic way. So the way that this collaboration happened was that, first, we came up with a little script, mostly led by SuperAlloy on the creative. And then we did a remote mocap session, which I don't think is anything new, but it was new for me. So we got on a Zoom call, and you can see we can see two witness cameras, and I can see the Xsense view of this. And we went through the shot list, and we did some different mocap takes of that. And I was able to consult and just give my feedback from a cinematography point of view what I thought would be needed. Really, I was just kind of learning, in that case. So once the mocap was first passed, cleaned up, nothing too crazy, then all of those mocap files were sent to me. And I put them onto these two characters, and I built a system that would allow me to film it in real-time using the setup you see here. So it's very much the same tools, just on my desk. And what we did was actually a live Zoom call where I could film with the director live. So what I'm going to play for you now is a clip from a four-hour livestream that we did to YouTube where we actually went and filmed this scene together. And we went through the mocap clips, picked angles, and the idea was to make this as much as possible to feel like a live action set. And I think there were really moments in there where this felt like doing things live. And doing it completely remotely, on Zoom, I'm in Boston in my basement, and SuperAlloy is in Las Vegas in their studio. Actually, I think he's in his house in this one. And it was a great time, and I learned a lot from it. And I think it was really productive, actually. I think that if we had done this independently, it would have been a much different product than doing it and finding the coverage together, even remotely over Zoom. I think it was pretty successful. [VIDEO PLAYBACK] >> And rolling, and let's try it. >> There we go. Yeah, that's cool. >> Ah, that's OK. [GROANS] >> A little bit off. Wait a minute, let him get into position. Let's see what happens. >> Yeah, I'm not sure he lands. This is rehearsal. >> That's OK. Let's just go over the shoulder on him, and I think we can buy it, you know? Yeah. And let's go higher up on his shoulder just a little bit. There we go. >> And then-- so it's going to be the punch, and then he's going to walk over there. >> There you go. And just tilt down a little bit. There we go. Nice. That's looks good. Keep it here, keep it here. Oh, that one missed. But that's all right. We're going shoot a different angle for that. >> And action. >> [VOCALIZES] Yeah, cut. We need to do slow-mo. [VOCALIZES] See, that's beautiful. [INAUDIBLE] >> Yes, OK. And rolling, and speed. >> That's fine. >> Yeah. >> We got it, yep. [CHUCKLES] Love this. [LAUGHS] >> You like it. [CHUCKLES] >> Does that not work? >> You know, I'm operating, so you have a better eye on It. I'm keeping them in the frame. It seems like it worked, based on your reaction. >> Am I the only one laughing out there? I might be. [END PLAYBACK] >>Matt: So that was genuinely a good time. There were a lot of fun moments and a lot of discovery, and live discovery and live collaboration there. And for me, I think that really is the future and what I'm going to be working towards, for me, with virtual production from my house. It's harder to do green screen or LED virtual production in my studio. It requires real people to be on set together, usually. But for something that's all in-Engine, it's CG, I think the tools are already there in Unreal Engine. And then combined with Zoom, [LAUGHS] we can do these type of shoots. And I'm getting a lot of interest from different companies to do stuff like this. And this was really our first test of it. I thought this first pass was going to be about an hour and a half, something like that. Ended up being four hours, and then an additional hour session to finish up this little short film. And we're going to go back and do another pass of this. This was temporary work-in-progress mocap. A temporary set. It's not finished, but we're looking to go back and do another session-- maybe we'll livestream it-- with the final assets and actually make the final product. The rough cut of the film is pretty funny. I can't wait to be able to share that with everyone. So what I've been working on lately is cleaning up this whole process. And now I'm working with HP, so I have a Z8 there as my new workstation, dedicated for virtual production. And inside is the NVIDIA Quadro RTX 8,000. So, because my workflow is so real-time, I'm not going to Sequencer, nothing is rendered or comped later, I am capturing it live there. So to get the most performance out of Unreal Engine, the Z8, the Quadro 8,000, that is allowing me to do ray tracing and 1,080 or 4K live capture, and get the best quality possible. And the primary interest that I have with this is to do either like an animated show, something, like, for Netflix, or entirely CG music videos. And these are demos where I'm kind of testing that workflow here and showing different studios and record labels this quality that we can get, really, just quite affordably and simply. And in this case, I'm showing off my system where I'm recording to the monitor, I'm handled with the camera, and I can switch to the wheels, all while getting this in real-time. And, like you saw before, I can do this live with a director or creative director. And we can do live iteration and filming of these scenes like, again, we were on set. In this next demo here, this is actually a demo that I'm showing as a music video, which you'll see after this clip, and really trying to push what's possible with this workflow. So we see a car driving, and we see this actor getting out and walking around. I'm, of course, filming it handheld. I'm filming it with the Inertia Wheels. But the thing is I'm trying to show here is that I didn't hand animate any of this stuff. This is all basically done using Take Recorder and Sequence Recorder in Unreal Engine, which I'll show in just a minute. And so this allows for really a fast iteration. I could do lots of different takes, and it allows me to film it really quickly. So you'll see here I'm just controlling this car like it was Grand Theft Auto with an Xbox controller. The actor gets out again just like your standard video game because we're working in Unreal Engine. And I'm able to record all of this, essentially, as lo-fi mocap data, where I wouldn't have a mocap volume easily accessible that would be this size. I'm able to do this just like a video game. And anything that's a little funny, we can just essentially film around it. And so you're going to have to forgive the mocap here. I'm still testing out different live mocap workflows and post-editing mocap workflows here. But this is me taking that same scene and turning it into a proof of concept music video for a couple of people. So that's me in a mocap suit. Again, no hands, no fingers, and a little bit stuttery. Again, that's my fault. But I think that this works really well as a proof of concept, that if we picture that this was for a real artist and that was the B-roll in the different locations, that we could pull off a pretty compelling digital music video or all-virtual music video with pretty modest resources, and it really wouldn't take much time. Especially if we're using things like Marketplace assets, like I am in this case. So this is starting to wrap it up. What I'm developing now on top of Cine Tracer-- really, a lot of the tech that I figure out and develop ends up in Cine Tracer. But I'm also now building tools that are for Unreal Engine Editor because there's just a lot more power there and flexibility to import assets, et cetera. So I'm really working on something loosely called Virtual Production Tools right now. And it's designed for directors and DPs to be able to work in any of these three categories of virtual production using the same framework, the same hardware, and the same set of skills. So one working in-Engine where it's basically like a game framework, like Cine Tracer, for previs in virtual filmmaking. That's really what we saw a lot in this presentation. Virtual sets. So working on a green screen, primarily. Interfacing with different camera trackers, because there's a lot. And controlling real world lights with the DMX plugin through Unreal Engine. And having a standard orientation of how those would be set up. I'll be showing more of that on YouTube later this year. And finally, LED walls where we can control the virtual world, again, using my hardware interfaces that I like to do. It's really a tool that I want if I'm going to start shooting on LED walls again as a DP. And again, interfacing with real world lighting, and having the interaction be somewhat automated and more fluid, and less having to do really heavy R&D. Just have it be more turnkey and a standard setup when it comes to LED walls and real world lights. And, again, a big focus is on standardizing hardware. So you'll see that this cart continues to grow. That's the Tangent Wave2, usually used for color grading. We're working on mapping that into Unreal Engine to make the color adjustments much faster on the fly. And I'm working with camera manufacturers, lens manufacturers, lighting, grip, hardware, software from many different industries are all coming together in Unreal Engine for virtual production for the film industry. And I'm helping to just facilitate communication, and then also with marketing and just doing demos of it online just so people can see how it works. Because this is a very new field, and there's not a lot of people producing content around it. So that wraps it up for this. Thanks so much for coming to this presentation. If you want to follow up with me, here's my handle on Twitter and on Instagram, and especially YouTube, is cinematographydb. That's where I'm posting my very long vlogs on virtual production and eventually doing tutorials, and more demos of high-end software, and also DIY solutions I'll put together. That is where I'm putting most of the content regarding virtual production. So thank you so much again. See you out there.
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Channel: Unreal Engine
Views: 117,041
Rating: undefined out of 5
Keywords: Unreal Engine, Epic Games, UE4, Unreal, Game Engine, Game Dev, Game Development
Id: -EGlAIjLF_M
Channel Id: undefined
Length: 28min 31sec (1711 seconds)
Published: Thu Aug 06 2020
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