Hi Jake, thanks for sharing! I encountered a problem with lighting when I'm working on virtual production. I'm building a virtual scene with unreal engine, which will be projected onto a LED wall through Disguise. The real life camera will record the image projected on the LED wall. I know what my camera settings will be (ISO, shutter angle, aperture), is there a way to light my virtual scene in unreal such that my highlight and shadow in unreal engine will not be clipped in the actual camera? My current solution is very inefficient because I always have to tweak the intensity of my lighting according to the false color or waveform of the actual camera. It would be great if I can do it in unreal engine directly in pre-production. Looking forward to hear from you!
I’m using vive mars I’m facing jitter issue how to solve it even in the static shot I can notice mild vibration and also while moving camera subject is constantly jittering
this workflow is suitable for outdoor when the subject is in a direct light. what about interior with multiple light scenario? or the subject in under a shadow situation!
I am no expert but I’d say try to keep your lighting to a single direct + ambient and only add other lighting for effect. However the goal is to match lighting so anything that gets you there works. There’s no rules aside from whether it “looks right”
Good work. Anyway to adjust colors also? The real color chart & the unreal one didnt match regarding color balance and saturation. Is there any tool that let you play with these?
I think the materials on the Unreal color chart need adjustment before they’ll look exactly like the real color chart. Unreal does have color correction tools; I haven’t used them. If your color is really wrong it’s probably a break elsewhere. I find the lighting makes the bigger difference in my testing so far.
How could one do the contrast tests if no reflective spot meter was available? Can it be done with illumination metering? Unfortunately my camera (BM ursa G2) doesn't have metering built into it I think
Great tutorial. This is one thing I was thinking about to make it from some time ago, but grey balls are hard to find and expensive. Any advice on where can we buy one? And the size that we should chose? Thanks
Thank you for these usefull tutorials! Would be great to see more like how to do the recording process and how to render a depth of field.
Awesome video(s)! Thank you
Hi Jake, thanks for sharing! I encountered a problem with lighting when I'm working on virtual production. I'm building a virtual scene with unreal engine, which will be projected onto a LED wall through Disguise. The real life camera will record the image projected on the LED wall. I know what my camera settings will be (ISO, shutter angle, aperture), is there a way to light my virtual scene in unreal such that my highlight and shadow in unreal engine will not be clipped in the actual camera? My current solution is very inefficient because I always have to tweak the intensity of my lighting according to the false color or waveform of the actual camera. It would be great if I can do it in unreal engine directly in pre-production. Looking forward to hear from you!
I’m using vive mars I’m facing jitter issue how to solve it even in the static shot I can notice mild vibration and also while moving camera subject is constantly jittering
Thank you
Énorme ! Merci. Almost completed ... Whaou !
how did you get the camera to output SRGB linear?
this workflow is suitable for outdoor when the subject is in a direct light. what about interior with multiple light scenario? or the subject in under a shadow situation!
I am no expert but I’d say try to keep your lighting to a single direct + ambient and only add other lighting for effect. However the goal is to match lighting so anything that gets you there works. There’s no rules aside from whether it “looks right”
Good work. Anyway to adjust colors also? The real color chart & the unreal one didnt match regarding color balance and saturation. Is there any tool that let you play with these?
I think the materials on the Unreal color chart need adjustment before they’ll look exactly like the real color chart.
Unreal does have color correction tools; I haven’t used them. If your color is really wrong it’s probably a break elsewhere. I find the lighting makes the bigger difference in my testing so far.
How could one do the contrast tests if no reflective spot meter was available? Can it be done with illumination metering? Unfortunately my camera (BM ursa G2) doesn't have metering built into it I think
Great tutorial. This is one thing I was thinking about to make it from some time ago, but grey balls are hard to find and expensive. Any advice on where can we buy one? And the size that we should chose? Thanks
Here is the exact one I ordered a.aliexpress.com/_mrQibUx 20cm half sphere for $349
@@JakeGWater you think 6cm one could be useful? Thanks
Im using the 20cm about 2m from the camera with a 20mm lens. Unless you’re really close the 6 is gonna seem tiny!!!
"Close enough is good enough" - Sir Jake G Walter