This was excellent. I am a 3D generalist and working more and more professionally. Now that my scenes really matter, I am realizing how lighting is where I am falling short. Videos like this really open my mind!
Hey Matt, this is the kind of stuff I’ve been hoping to see! Some of your older videos that go over different looks were my absolute favorites. Congrats on all of your hard work and I really hope to see more lighting demos like this.
Snap. This is a very timely waiting room set with the Corona virus going on lol. Glad to see you making tutorial content again. Gotta say I’ve been tuned out for all the update and modeling content.
This is extremely interesting! Especially for a beginner like myself. You're right... it would cost a lot of money to rent the space and lighting gear just to play around and learn. This video was a great idea!
Hi, thank you very much for your video. I wanted to know what you use for Sky Control, light control, Department menu etc.... . very nice ! Is this a script you wrote? Thank you
Fantastic to see Cine Tracer in action for lighting previz! Will future versions set light color by Kelvin? (And a linear light source in a trough-type cover is cove lighting. Also, fun fact! (No, it's not) Strongly blue light is used in some spaces to discourage injection drug users from using the space to shoot up - the color makes it hard to see your blood vessels through your skin.)
I'll add Kelvin in at some point. It would be a coordinated update involving cameras and lights of course. It complicates things a bit, but it possible. Ahhh Cove Lighting, that's it. That IS an interesting use of strong blue light. I suppose emergency lighting is more Red, at least in movies.
@@CinematographyDatabase Hey Matt, as far as I know all UE4 light sources and cameras support kelvin inputs. So you don't have to do any conversion yourself.
Really need a function to export video so that I can demonstrate to the client, and there is an app called shot designer, I hope I can do block and stage in cine tracer caz it's 3d, better than shot designer, more easy to visualize. Thank you so much Matt to make this real!
Like learning format, pretty good to understanding how software works and how to light. But in 3rd setup you get cool (bluesh) fill that will be not possible to achieve with real life having same light devices. It will be more like first one.
SDWLK doing any of these in reality the execution would be pretty different, that’s correct. This video shows more of lighting concepts with a rough execution plan.
@@CinematographyDatabase Yes, I know. But there is big difference the option isn’t the same. Different light in this video that I can’t see in my side.
Hey, a question. So I know you are well trained in Cinema 4D. Now you're using Houdini and UE4. Something I have been asking myself lately is: Why is C4D from my subjective outsider point of view seemingly the standard 3D software? Why is it still competitive, with free Blender becoming more and more powerful. The freedom and possibilities of procedural software like Houdini or Maya. Many of the Houdini guys on RUclips used to make C4D tutorials and it seems to me like it's always a one way transition. Never have I seen someone go from Houdini to C4D. I don't intend to shit on C4D or promote Houdini, I'm just interested in why it seems to be or stay so popular. Sometimes people seem to use for rendering or polymodeling only, but I don't understand what it's advantages are. Polymodeling can be done in a similar fashion in Blender and I assume with 3rd-party render engines, it doesn't matter that much which host software you use. I am struggling with Houdini, because I have not yet had the motivation to learn programming, but the seemingly endless possibilities and power of Houdini keep me going. I don't see the advantages of classic modeling in C4D, especially when Blender enables you to do so much for free. X-Particles which enables you to do the more elaborate things is another 500$ etc. I hope my question is clear despite the confused rambling. Anyway, is it just a habit, the company can rely on it's reputation and longtime customer or am I missing an important feature that sets it apart in terms of: workflow, possibilities, efficancy, render quality, compatibility or whatever? Keep up the good work! I just stumbled upon your old cinematography analysis videos. Great stuff. I would love to see some more in-depth commentary on the effect and meaning of composition, lighting and props. If you are still up for that.. Several times you said: "I'm not gonns bord you with that." When talking about the meaning of the way the camera looks down on the character .. I would be very interested in content where this is the main topic. Just saying..
Cinema 4D's money comes from Broadcast graphics. Every major TV graphics company uses Cinema 4D for their Motion Graphics tools. No other DCC has anything even close. Until very recently the Cinema 4D implementation of Octane and Redshift have always been better than other DCCs IMO, Maya/Houdini have solid Redshift support. Overall Cinema 4D has a more modern and simple hierarchical based UI and combined with Xpresso is like a simplified Houdini graph. Maya doesn't have this functionality without getting into MASH, Python+MEL. Blender doesn't have this at all, even the latest and I don't see it on their road map. Houdini is even more powerful, but with the caveat that it's harder to learn and less visual to setup. Cinema has a strong position in the market right now still and it probably one of the top earning DCCs out there.
Why would you raytrace some lights and not others. To get a real idea of the look should you do it for all lights so you can see how the scene would actually look. With that being said. Why does it default to not raytraced to see how lights would actually be?
Unreal has IES profiles for lights, please consider taking a sample, if possible from a similar room to recreate virtually with Unreal using these IES Profiles if Available. However, if there's an issue with this pipeline and using the IES information. Then that would be great feedback. Thank for a great channel, subscribed and interested. Link to IES Light profiles for Unreal:docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/IESLightProfiles/index.html
Thanks Matt, excellent!
Fantastic! Please, do “how to recreate scenes from famous movies” series.
That would be awesome!
this was fun to watch
This was excellent. I am a 3D generalist and working more and more professionally. Now that my scenes really matter, I am realizing how lighting is where I am falling short. Videos like this really open my mind!
Cinetracer really a life changer
Hey Matt, this is the kind of stuff I’ve been hoping to see! Some of your older videos that go over different looks were my absolute favorites. Congrats on all of your hard work and I really hope to see more lighting demos like this.
Some great learnings here! Loved it!
AMAZING. Can't wait to see more of this!!
I would do this every day if I could. This is like a cinematography video game
I like this style video!
Fantastic to see the updates and well done. Directors monitor is also helping. Looking forward to the inclusion of kelvins.
LOVE THIS :) THANK YOU!!!!!
Snap. This is a very timely waiting room set with the Corona virus going on lol.
Glad to see you making tutorial content again. Gotta say I’ve been tuned out for all the update and modeling content.
Great, would love to see more of these videos!
I missed this content from you so much!!
This is extremely interesting! Especially for a beginner like myself. You're right... it would cost a lot of money to rent the space and lighting gear just to play around and learn. This video was a great idea!
This is great, you should make more content like this!
Looking forward to see more different maps, Backyard, Garden...and insects, Children.
Hi, thank you very much for your video. I wanted to know what you use for Sky Control, light control, Department menu etc.... . very nice ! Is this a script you wrote? Thank you
In Cinetracer, can we import our own sets and characters and audio? If not, any plans?
could add diffusion filters and light filters for more real life output and placement
AWESOME! Can you tell us what type of graphics card(s) toy are using? Thanks, this is really exciting!
Great video. I’m a noob to unreal. Is that user interface you’re in the standard cinetracer UI? Wow looks very useful
Fantastic to see Cine Tracer in action for lighting previz! Will future versions set light color by Kelvin?
(And a linear light source in a trough-type cover is cove lighting. Also, fun fact! (No, it's not) Strongly blue light is used in some spaces to discourage injection drug users from using the space to shoot up - the color makes it hard to see your blood vessels through your skin.)
I'll add Kelvin in at some point. It would be a coordinated update involving cameras and lights of course. It complicates things a bit, but it possible.
Ahhh Cove Lighting, that's it. That IS an interesting use of strong blue light. I suppose emergency lighting is more Red, at least in movies.
@@CinematographyDatabase Hey Matt, as far as I know all UE4 light sources and cameras support kelvin inputs. So you don't have to do any conversion yourself.
Really need a function to export video so that I can demonstrate to the client, and there is an app called shot designer, I hope I can do block and stage in cine tracer caz it's 3d, better than shot designer, more easy to visualize. Thank you so much Matt to make this real!
what if the Mac version is higher than the app version ?
Hello. please add the ability to record video from the camera. This will be a very useful feature.
Like learning format, pretty good to understanding how software works and how to light. But in 3rd setup you get cool (bluesh) fill that will be not possible to achieve with real life having same light devices. It will be more like first one.
SDWLK doing any of these in reality the execution would be pretty different, that’s correct. This video shows more of lighting concepts with a rough execution plan.
I come to buy cine tracer, it's look yours is really different, it missing a lot stuff maybe cuz I'm a Mac user.
A lot changes with the game, this is an old video. Check out the Cine Tracer RUclips channel.
@@CinematographyDatabase Yes, I know. But there is big difference the option isn’t the same. Different light in this video that I can’t see in my side.
How to get this software ?
Cine Tracer is available on SteamPowered.com
Hey, a question. So I know you are well trained in Cinema 4D. Now you're using Houdini and UE4. Something I have been asking myself lately is: Why is C4D from my subjective outsider point of view seemingly the standard 3D software? Why is it still competitive, with free Blender becoming more and more powerful.
The freedom and possibilities of procedural software like Houdini or Maya.
Many of the Houdini guys on RUclips used to make C4D tutorials and it seems to me like it's always a one way transition. Never have I seen someone go from Houdini to C4D.
I don't intend to shit on C4D or promote Houdini, I'm just interested in why it seems to be or stay so popular.
Sometimes people seem to use for rendering or polymodeling only, but I don't understand what it's advantages are. Polymodeling can be done in a similar fashion in Blender and I assume with 3rd-party render engines, it doesn't matter that much which host software you use.
I am struggling with Houdini, because I have not yet had the motivation to learn programming, but the seemingly endless possibilities and power of Houdini keep me going.
I don't see the advantages of classic modeling in C4D, especially when Blender enables you to do so much for free. X-Particles which enables you to do the more elaborate things is another 500$ etc.
I hope my question is clear despite the confused rambling.
Anyway, is it just a habit, the company can rely on it's reputation and longtime customer or am I missing an important feature that sets it apart in terms of:
workflow, possibilities, efficancy, render quality, compatibility or whatever?
Keep up the good work!
I just stumbled upon your old cinematography analysis videos. Great stuff. I would love to see some more in-depth commentary on the effect and meaning of composition, lighting and props. If you are still up for that..
Several times you said: "I'm not gonns bord you with that." When talking about the meaning of the way the camera looks down on the character ..
I would be very interested in content where this is the main topic. Just saying..
Cinema 4D's money comes from Broadcast graphics. Every major TV graphics company uses Cinema 4D for their Motion Graphics tools. No other DCC has anything even close. Until very recently the Cinema 4D implementation of Octane and Redshift have always been better than other DCCs IMO, Maya/Houdini have solid Redshift support. Overall Cinema 4D has a more modern and simple hierarchical based UI and combined with Xpresso is like a simplified Houdini graph. Maya doesn't have this functionality without getting into MASH, Python+MEL. Blender doesn't have this at all, even the latest and I don't see it on their road map. Houdini is even more powerful, but with the caveat that it's harder to learn and less visual to setup. Cinema has a strong position in the market right now still and it probably one of the top earning DCCs out there.
Cinematography Database Okay, thanks for clarifying! :)
Why would you raytrace some lights and not others. To get a real idea of the look should you do it for all lights so you can see how the scene would actually look.
With that being said. Why does it default to not raytraced to see how lights would actually be?
Unreal has IES profiles for lights, please consider taking a sample, if possible from a similar room to recreate virtually with Unreal using these IES Profiles if Available. However, if there's an issue with this pipeline and using the IES information. Then that would be great feedback. Thank for a great channel, subscribed and interested. Link to IES Light profiles for Unreal:docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/IESLightProfiles/index.html
I see your progress on the amazing game in Houdini artists fb group.Brilliant stuff