Feature request: Offline rendering | compositing --Long term


#1

Hi, This is only long term desired feature that I would love to see in Banshee someday. This is not as important as the current planned features so can be added in the long term development.

I’m using 3D software (Blender, 3DS Max, 3D Coat), and will often use them in small video clips that I will make using HitFilm|Premiere. Seen improvements made in Unreal and Unity to have the ability of doing offline output from the scenes they have.

Would be cool, that the editor|framework would allow us to render the frames to files (ex: using the ffmpeg lib and proper timing) would allow us to create images sequences or|and clips that could be edited later. With this, the ability to save images alpha (like invisible ground rendered with a shadow catcher shader) would allow editing of sequence and integrate them in “live” and FX work.

We could be able to use NPCs, script them to create a really big battle scene, output them to video to create crowds for example. Would need an output that support alpha transparency so we could integrate them live action scenes.
One good example of this is Massive: [https://www.youtube.com/watch?v=cr5Cwz-5Wsw](http://Massive demo reel)

If you look at some images of virtual stages: [https://www.youtube.com/watch?v=ZzKGBVcaWEY](http://Virtual sets)

Fox is using Unreal to create virtual sets for Nascar events:
[https://www.engadget.com/2018/10/16/fox-sports-nascar-studio-unreal-engine-epic-games/](http://Fox virtual sets)

You can check this also with more details:
[https://www.unrealengine.com/en-US/blog/virtual-production-with-unreal-engine-a-new-era-of-filmmaking](http://Unreal engine virtual production)


#2

It sounds like something I would definitely like to add support for in the future. And I don’t believe it should be technically difficult to implement either. I was planning on doing a Cinematics update at some point in the future, but haven’t considered export or post-processing yet, thanks for brining those to my attention.

Once I’m done with all the essential features I’ll start making up an agenda of all the high level features such as this and we’ll see when can it be squeezed in.


#3

Thanks!
There another example is Muvizu that started out of the framework of Unreal engine. I think it’s based over an old version of the framework as they only have diffuse and no IBL and was only intended to make cartoons from pre made characters…

They created a simple editor over it, added some characters and a lots of pre-made animations and ways to animate the faces|expressions of theses character. It’s called Muvizu:

Here is a look at their simple interface. If you look at the windows to your left, this windows will trigger face animations on the pre-made character.