unity实时短片《The hertic》中的实时程序视觉特效角色

V. Efremov, A. Lazar
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引用次数: 1

摘要

Unity Demo团队最新的实时短片《The hertic》以两个完全基于视觉特效的角色Boston和Morgan为特色。众所周知,基于视觉特效的角色很难概念化,尤其是在运动中。构建和使用实时工具使我们能够探索可能性的空间,并快速到达我们满意的设计。波士顿的特征是由引导环境的钢丝组成,符合类似鸟类的生物的形状。用传统的方式制作数千根电线的动画是不可想象的。接下来的挑战在于创造能够表达艺术家意图的工具,允许突发行为,但同时也要使其具有指导性。Boston是作为Unity引擎中的一组工具、脚本和着色器来实现的。摩根这个角色没有明确的身体表现,在女性和男性形态之间变化,并且不断改变其大小。Morgan是使用Unity视觉效果图实现的,并扩展了额外的工具和功能。该演讲将对所有基于实时技术的创意社区都有价值——无论是在游戏开发还是实时电影制作中。从电影制作的角度来看,这些角色通常完全属于后期制作/视觉特效工作室的专业领域。随着实时视觉特效角色的引入,这些角色可以更早地包含在制作过程中,并且可以更开放地进行实验,并更好地与其他制作元素联系起来。从游戏开发的角度来看,基于实时视觉特效的角色允许构思和执行更大胆,更非常规的创意,从而有助于更丰富,更精致的虚拟世界。它们允许创作者表达更复杂、抽象或超现实的想法,并发展出有趣和原创的美学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-time procedural VFX characters in unity's real-time short film "The Heretic"
"The Heretic", the latest real-time short film by Unity's Demo Team features two entirely vfx-based characters, Boston and Morgan. VFX-based characters are notoriously hard to conceptualize, especially in motion. Building and using real-time tools allowed us to explore the space of possibilities and quickly arrive at designs we were satisfied with. The character of Boston is made up of steel wires navigating the environment, conforming to the shape of a bird-like creature. Animating thousands of wires in a traditional way was unthinkable. The challenge then lied in building tools allowing to express the intention of the artists, allow for emergent behavior, but also make it directable at the same time. Boston is implemented as a set of tools, scripts, and shaders within the Unity engine. The character Morgan doesn't have a clearly- defined physical manifestation, morphs between its female and male forms, and constantly varies its size. Morgan is implemented using the Unity Visual Effect Graph, extended with additional tools and features. The presentation will be of value to all creative communities that base their process on real-time technology - both within game development and real-time filmmaking. From a film production perspective, such characters are typically entirely within the domain of expertise of post-production / VFX studios. With the introduction of realtime-based VFX characters, these characters can be included much earlier in the production process and are more open for experimentation and better connected to the rest of the production elements. From a game development perspective, real- time VFX-based characters allow for bolder and more unconventional creative ideas to be conceived and executed and thereby contribute to richer and more elaborate virtual worlds. They allow the creatives to express more complex, abstract or surreal ideas and develop interesting and original aesthetics.
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