Hello ! Je crois que je serais toujours impressionné par le monde du cinéma. Je trouve votre chaîne très intéressante, en plus de traiter des sujets de manière captivante, elle m'apporte un savoir nouveau et m'aide à me familiariser avec l'anglais grâce aux sous-titres. Très bon travail, continuez comme ça !
@@MakerSchoolTV Avec plaisir, ça me prends 5 minutes de laisser un petit commentaire comme ça et si en plus ça vous fait plaisir, c'est parfait et ça me donne le smile !
Sure ! The point P is just a spot you choose on your set that also exist in the virtual scene. You use a tracker that you put on the spot in the real world to synchronise the position of the virtual scene with the real one, so that the perspective and floor and everything correspond. You then use the same tracker that was on the point P and put it on the camera so that everything works correctly. If you want to know more we could try to elaborate on the idea the next time we are at the Plateau Virtuel
@@MakerSchoolTV thank u so much for explaining this. I think this is what i need to do to help my actor stay on the ground. I have been looking for tutorials on something like this but couldn't find any. You are the first I have come across to mention this.
Hello ! We would need the help of our friends to make it since we are not virtual production experts ourselves, and they are very busy right now. We also have had some set backs regarding video production because of covid and other things so we have quite the "to do list" right now. So to answer your question it's probably gonna be a while before we can prepare and shoot that specific video, sorry about that :/
We are looking at LED walls but aren’t sure if our space is big enough. What would you say is the minimum space from camera to talent and from talent to the wall to avoid seeing the pixels directly? We probably have about 6 metres total to play with.
The people of Plateau Virtuel made extensive tests to know that, unfortunately we were not there for that so I don't have an answer for you. But even if I did, you would have different results depending on the camera, the softness of the lenses and the pixel pitch of the led screens, so you would still have to make your own tests to make sure. 6 meters sure "feels" a bit short but I might be wrong, I would plan on having the camera and the subject as far as possible from the led wall. I'm sorry I didn't have a more precise answer for you, I hope this was still helpful in some way. Good luck on your virtual production adventures !
Amazing job! Question about using the HTC Vive a tracker: If we only have two talents on stage it would work correctly? How much expensive is the next step in tracking tech? Also, you're not using any other soft than UE (and HTC Vive and steam VR of course) for the video output? Thanks!!
Thanks ! The htc vive worked well enough with 2 or 3 talents, as long a they were not directly in between the tracker and a tracking station. The main problem was the people right around the tracker, so reducing the crew around the camera was more important than reducing the number of talent on set, as they usually are a few feet away from the camera. We heard from our partners, the next step that offered real value in tracking was several dozens of thousands of euros more expensive, and that would go up depending on the area you need to cover. There was a few options but I'm can't remember which one they chose right now. As for software I don't have every little detail of the workflow but as far as I know, we only needed UE and steam VR. We did use some other stuff that provided cool options for lighting effect on the extra screens ( above and on the side) which help to customise the light on the talent for stuff like fire effect, but it wasn't really VP related, it was more of an extra tool for the DP.
Thank you for the great content, will you be showing more behind the scene. What is the challenge setting a the vive tracker up if you have any? I am trying to do the same in the near future. Thank you!
We have one more video on virtual production coming in 2 weeks, after that we will take a little break and talk about other things while our partner's virtual set is being upgraded, and we will come back to it to show you more when it's done ! The vive tracker was a great tool to start with but it had trouble tracking the camera when objects or people where in between the base stations and the camera. Which is not a problem when you work alone but on a big set with a few dozens people, you have a lot of people doing things and moving around the camera even during takes. And that did not work out great with the vive system, the tracking was buggy/laggy when people where around the cam, and many takes were not usable because of that. Still a great choice, just not for a large team
Well that's a question for our partners, that design and development the virtual set. As I said we will be coming back after they are done upgrading the set. But as of right now we don't know that yet. We have to wait and see, like everyone else, but as soon as we get to see we will make new videos about it !
in the mandalorian, they're using a concave vide wall, here, you're using a "semi box" video wall setup... any tip to research the way that unreal can output not just a flat camera image? but multiple angles separated, like in your setup, or combined, like in ILM?
As far as I know you use a software like Ndisplay to decide what ends up on your arrangement of led walls. It's a bridge between the space of your virtual scene and the position of your screens in real space in a way. That way you can let the software know which way each screen should be facing in the virtual world, or if the screens are curved or straight. With the camera tracking the frustrum should also adapt depending on the screen you are facing. You can google virtual production with Ndisplay, or look up for advance tutorials, for instance I think the aximetry website have a pretty detailed one, also it is focused on their set up and workflow. But now those tutorials are more and more easy to find with a bit of time
J’aimerais bien vous payer même si vous m’expliquez comment vous faites pour shooter comme ça, genre un break-down du shoot que vous avez fait. Je suis encore étudiant mais ce que vous faites m’intéresse trop! Merci de publier ce contenu, j’espère de pouvoir vous rencontrer bientôt
Pour l'instant tout ce qu'on fait est complètement gratuit, on publie ce qu'on sais au fur à mesure qu'on en apprend, les gars du plateau virtuel sont les vrai savants de la techno, mais quand on en sera plus on le partagera sur la chaîne aussi. On va mettre un peu de temps avant d'être parfaitement calé sur le sujet par contre ! Et pour une rencontre si tu as des questions ou autre ça peux toujours s'arranger quand on a un peu de temps ;)
We are thinking about something like that ! But we are not well versed in the software part of things so we need to do research and it probably won't be ready anytime soon, sorry !
Hello Suresh, Unfortunately I don't think we would be of much help, we don't own the virtual set or operate it. It belongs to our partners, the "Plateau Virtuel". You can find them on Instagram or Facebook, but they are based in France, so unless you plan on renting the studio they have in Paris I don't think they will be able to help you
The usage of vr and unreal engine to create a background is so innovative and creative.
I'm in awe
We think so too !
Hello ! Je crois que je serais toujours impressionné par le monde du cinéma. Je trouve votre chaîne très intéressante, en plus de traiter des sujets de manière captivante, elle m'apporte un savoir nouveau et m'aide à me familiariser avec l'anglais grâce aux sous-titres.
Très bon travail, continuez comme ça !
Merci ! Ça fait vraiment plaisirs de lire ça ❤️
@@MakerSchoolTV Avec plaisir, ça me prends 5 minutes de laisser un petit commentaire comme ça et si en plus ça vous fait plaisir, c'est parfait et ça me donne le smile !
Excellent video, learned so much, thank you very much.
Would you mind explaining further as to how we can create a 'Point P' as stated @ 4:21.
Sure !
The point P is just a spot you choose on your set that also exist in the virtual scene. You use a tracker that you put on the spot in the real world to synchronise the position of the virtual scene with the real one, so that the perspective and floor and everything correspond.
You then use the same tracker that was on the point P and put it on the camera so that everything works correctly.
If you want to know more we could try to elaborate on the idea the next time we are at the Plateau Virtuel
@@MakerSchoolTV thank u so much for explaining this. I think this is what i need to do to help my actor stay on the ground. I have been looking for tutorials on something like this but couldn't find any. You are the first I have come across to mention this.
Where is the video on using TV/Computer monitor?
Hello !
We would need the help of our friends to make it since we are not virtual production experts ourselves, and they are very busy right now.
We also have had some set backs regarding video production because of covid and other things so we have quite the "to do list" right now.
So to answer your question it's probably gonna be a while before we can prepare and shoot that specific video,
sorry about that :/
@@MakerSchoolTV no worries. thanks for the answer.
We are looking at LED walls but aren’t sure if our space is big enough. What would you say is the minimum space from camera to talent and from talent to the wall to avoid seeing the pixels directly? We probably have about 6 metres total to play with.
The people of Plateau Virtuel made extensive tests to know that, unfortunately we were not there for that so I don't have an answer for you. But even if I did, you would have different results depending on the camera, the softness of the lenses and the pixel pitch of the led screens, so you would still have to make your own tests to make sure. 6 meters sure "feels" a bit short but I might be wrong, I would plan on having the camera and the subject as far as possible from the led wall.
I'm sorry I didn't have a more precise answer for you, I hope this was still helpful in some way. Good luck on your virtual production adventures !
@@MakerSchoolTV thank you! It may be slightly longer but hard to say when all the components are added. Hoping it will still work.
Amazing job! Question about using the HTC Vive a tracker: If we only have two talents on stage it would work correctly? How much expensive is the next step in tracking tech?
Also, you're not using any other soft than UE (and HTC Vive and steam VR of course) for the video output?
Thanks!!
Thanks !
The htc vive worked well enough with 2 or 3 talents, as long a they were not directly in between the tracker and a tracking station. The main problem was the people right around the tracker, so reducing the crew around the camera was more important than reducing the number of talent on set, as they usually are a few feet away from the camera.
We heard from our partners, the next step that offered real value in tracking was several dozens of thousands of euros more expensive, and that would go up depending on the area you need to cover. There was a few options but I'm can't remember which one they chose right now.
As for software I don't have every little detail of the workflow but as far as I know, we only needed UE and steam VR. We did use some other stuff that provided cool options for lighting effect on the extra screens ( above and on the side) which help to customise the light on the talent for stuff like fire effect, but it wasn't really VP related, it was more of an extra tool for the DP.
@@MakerSchoolTV Thanks so much for taking the time to respond! I really appreciated it! Hoping to share what we're building soon! Best
And we would love to know more about what you're building, keep us updated !
Thank you for the great content, will you be showing more behind the scene. What is the challenge setting a the vive tracker up if you have any? I am trying to do the same in the near future. Thank you!
We have one more video on virtual production coming in 2 weeks, after that we will take a little break and talk about other things while our partner's virtual set is being upgraded, and we will come back to it to show you more when it's done !
The vive tracker was a great tool to start with but it had trouble tracking the camera when objects or people where in between the base stations and the camera. Which is not a problem when you work alone but on a big set with a few dozens people, you have a lot of people doing things and moving around the camera even during takes. And that did not work out great with the vive system, the tracking was buggy/laggy when people where around the cam, and many takes were not usable because of that.
Still a great choice, just not for a large team
@@MakerSchoolTV Thanks for the info, what track system are you going with now, if you don't mind me asking. Thank you
Well that's a question for our partners, that design and development the virtual set. As I said we will be coming back after they are done upgrading the set. But as of right now we don't know that yet.
We have to wait and see, like everyone else, but as soon as we get to see we will make new videos about it !
@@MakerSchoolTV Thank you for the info! Looking forward to more video.
in the mandalorian, they're using a concave vide wall, here, you're using a "semi box" video wall setup... any tip to research the way that unreal can output not just a flat camera image? but multiple angles separated, like in your setup, or combined, like in ILM?
As far as I know you use a software like Ndisplay to decide what ends up on your arrangement of led walls. It's a bridge between the space of your virtual scene and the position of your screens in real space in a way.
That way you can let the software know which way each screen should be facing in the virtual world, or if the screens are curved or straight. With the camera tracking the frustrum should also adapt depending on the screen you are facing.
You can google virtual production with Ndisplay, or look up for advance tutorials, for instance I think the aximetry website have a pretty detailed one, also it is focused on their set up and workflow. But now those tutorials are more and more easy to find with a bit of time
J’aimerais bien vous payer même si vous m’expliquez comment vous faites pour shooter comme ça, genre un break-down du shoot que vous avez fait. Je suis encore étudiant mais ce que vous faites m’intéresse trop! Merci de publier ce contenu, j’espère de pouvoir vous rencontrer bientôt
Pour l'instant tout ce qu'on fait est complètement gratuit, on publie ce qu'on sais au fur à mesure qu'on en apprend, les gars du plateau virtuel sont les vrai savants de la techno, mais quand on en sera plus on le partagera sur la chaîne aussi. On va mettre un peu de temps avant d'être parfaitement calé sur le sujet par contre !
Et pour une rencontre si tu as des questions ou autre ça peux toujours s'arranger quand on a un peu de temps ;)
please one tutorial how use HTC and CAMERA TRACK, unreal.. REGARDS
We are thinking about something like that ! But we are not well versed in the software part of things so we need to do research and it probably won't be ready anytime soon, sorry !
i love unreal enjine
I m from india.. Hyderabad
Planning to do tropical forest survival background pro movie please help me to contact you people I need your association
Hello Suresh,
Unfortunately I don't think we would be of much help, we don't own the virtual set or operate it. It belongs to our partners, the "Plateau Virtuel".
You can find them on Instagram or Facebook, but they are based in France, so unless you plan on renting the studio they have in Paris I don't think they will be able to help you
@@MakerSchoolTV i am certainly grateful for your recommendations and suggestions..thank you
ahh the unreal engyne...
1 view agian lol exe.
Always first !
Yes i like you free school
Glad you do !
The accent is too strong and difficult to follow
Is it an english dude doin' the voice over cause it looks like he's fluent
Real French guy ! Colorblind too, apparently 😘
@@MakerSchoolTV it's color sensitivity*
@@MakerSchoolTV fooled me