This technique would also work really well with models from Google Earth. Google made it possible a couple years ago to download models from Google Earth and there’s a plug-in for blender that makes the process relatively easy. Photos scanning would still be better for or intricate environments, but it might be helpful if you’re trying to block out a large outdoor scene.
Definitely! There are so many great options for capturing or accessing 3d models or data about real environments now. I plan to continue to cover them here and in the new course, because there are more and more options every day! Thanks for taking the time to comment :)
Nice video, Sam. The way we make movies has changed so much in the last few years, and it continues to evolve at a rapid pace! Old dogs like me can easily be left behind if we don't continue to learn and adapt our workflows to suit modern production processes. I haven't quite got around to using Gaussian Splatting as yet, so the 3D scanning sections will be interesting to see for me.
Thank you for purchasing! I hope you enjoy the course, and feel free to reach out with any questions!! Can't wait to see what you create with this knowledge! :)
Oh this isn't something nobody uses. I used Unreal working on Dr Strange, Godzilla, Halo, etc. Photogrammetry or Textured Lidar is what we always use. BUT, yes everyone should jump into unreal with a photogrammetry model to get the hang of stuff
Don’t listen to the negative comments. This is exactly the info I’ve been looking for on this topic. Way too many sub par UA-cam tutorials on how to practically use nerfs and lidar. Thank you for this
When UE5 first came out I thought the best use for it would be Previs and planning of shots which would be shot on Cinema Cameras later. Exactly what you are saying here. If for example you had an expensive actor like Tom Cruise inside an F35 Jet, you could easily plan out all the shots in Unreal with lighting, lens type and animation, and then shoot it with real actors and real planes later. With the unreal shots, the producer would be able to budget out the shots using the Unreal Shots (which are inexpensive) to estimate the shooting costs. Also you could have certain re-usable filming "sets" or key locations like NY, London, Dubai, Tokyo, Mountains, Desert, Ice Snow Mountains etc, and then plan a few shots in a cinema quality virtual production "set" that matches a real world location. Then you could plan the framing of shots and explore cool angles and storytelling in the scene without even being there, and then shoot in the real location later with real cameras. So the final product could be a totally real location, real actors and real vehicles but completely designed and with cinematography designed in Unreal Engine exactly matching the final output.
Hello, When ever I start a new project with raytracing on. The application just crashes. With out raytracing turned on, the software works. I have a RTX4080 super. I updated the bios and the drivers still the software crashes. Can you please help me, I am starting my freelance journey and want to learn Unreal.
Sir i want to know are they record unreal engine vertual scene once or in the post processing, are they rotoscope these characters and replace the backgrounds ?? Only wants to know are they recod once and add only vfx in post production not these vertual backgrounds!! I asked this question many of vfx artists!! But no one reply to me😢
Agree 100% that more studios should be using UE for previz. It's practically a previz dream-machine! I've tried to get Unreal to be used as a previz tool at big feature animation studios, to some success. The issue is they have an established pipeline and proprietary toolkit. UE is very fussy for others to conform to its workflow, and having to train artists to use it. Essentially it's like rebuilding a house from the roof down just to get UE to fit in. Culturally, veteran artists don't want to change either, or have one more radically different software package to learn. Technical Directors don't want another headache of new software tools to write and new pipelines to author. However smaller to mid-scale studios are more nimble to adapt to an UE previz pipeline, many are rightly taking up UE because it saves them so much on budgeting with time and grants such high quality.
@@sameerxanand hello and thanks for enrolling! If you purchased the bundle, we have been having to manually enroll people in the course due to a system issue, so you should be taken care of already. But if not, please feel free to reach out to our customer support via the website contact page and they will get everything sorted out for you personally!
How long is the course? I made a lot of photogrammetry courses and used a lot for vr stuff inside unreal…I finished all your other courses! They amazing!
To be honest I haven't yet checked the length of the course but I think it's around 15 hours of content. I'm recording a lot more content as well which I'll be posting in the coming weeks/months, so it'll be pretty robust!
@@BoundlessEntertainmentFilms wow, I am about to get the URSA g2, it has SDI inputs that does not work so it is sold rn at 1k. I'm thinking, even if I'll get it, I should buy a lot more things to it, or I can just get the BMPCC 4k or 6k pro and that's it. But here what I see, hmm, maybe a 6k can do the thing too
If you already purchased the plugin, you should now have access to the 5.4 version on your Dashboard under Downloads! Let me know if you can't find it or don't have access!
Very glad to hear that! You do not need LightForge, however in the new update we will be providing a library of virtual versions of real light fixtures (like arri M18, Aputure 300d, etc.) so you can easily plan your lighting based on the exact fixtures you have in your lighting kit, along with some other useful features for previsualization. So keep an eye out for that in the coming weeks! :)
You do not need LightForge for this course, but I definitely recommend checking it out - we are adding a ton of new features that make Previs super streamlined and easy. I will keep you all updated on that as we get closer to releasing those new features!
It works incredibly well! The physically accurate lighting, reflections and camera settings combined with a scanned environment open up so many creative possibilities and opportunities to experiment. I use it all the time now!
What are you talking about? Mixing lidars and photogrammetry, remesh them and use them for CGI even with realtime engines is a industry standard since almost 8-10 years...
Nobody??. We can to watch Unreal used in preproduction in DUNE or directly in Mandalorian with great backgrounds.. Unreal it´s a great suit to create more that videogames.
First became viable and commonly used for this purpose - I know computer graphics were around long before then, but Previs started being used commonly in the early 2000s
There’s literally an entire industry using Unreal Engine for this. It’s called previz. And there’s postviz too for planning VFX shots. Clickbait title thumbs down
If you watch the video, I talk about Previs and its use in the industry almost immediately. What the title is referring to is indie filmmakers, low budget Filmmakers, freelancers, self starters and beginners who could easily use this tool but don't, simply because they don't know it exists or don't think it's feasible. This video is not targeted for veteran industry professionals, it's targeted for folks watching on UA-cam.
@@BoundlessEntertainmentFilms well i didnt watch it because the title is so dramatic i just wanted to skim it to see what this clickbaity magical mystery was. If it was a title that actually described what the video contained, and thereby communicating that ther was indeed some substance to be had, i would have been more inclined I think
"the 2000s or 2010s when computer graphics were first coming around" a minute into the video and I've already pressed stop. If you're that clueless on the history of your medium, I don't even want to know what you have to say.
What I'm referring to is when computer graphics were first becoming viable and commonly used for Previs, which was in the early 2000s. Obviously computer graphics have been around much longer than that. Within the context of the video I thought this would be more clear, but apparently not. Hopefully that clears things up
@@BoundlessEntertainmentFilms then your wording wasn't accurate and i based my reaction on it, SORRY. I would have said late 90s if you were talking about previs and I don't have seen documented case of "common" use of previs, it has been deemed a luxury for longer than this. Fight Club was entirely previsualized in 98.
I'm mostly referring to indie filmmakers, newer filmmakers and people starting out. More the mainstream of people who don't realize how valuable this tool is for pre production. But yes, you're right! Thanks for taking the time to leave a comment :)
@@BoundlessEntertainmentFilms you made a nice video but really everyone I know is using unreal for previs basically Still your point is valid, don't get me wrong
Cine tracer can be a good option but does not provide nearly the flexibility and freedom this process provides. This process allows you to work with all types of 3d scans, utilize the path tracer for physically accurate lighting and reflections, scan real people into your scenes, and have full control over the settings available in Unreal Engine. It really depends on your use case, but this process is also free!
@@juanromero-fi2cf that's not what I said - I said that is when this technology first became truly viable - rendering photorealistic 3d graphics and fast enough to make previs viable for common use in the film industry
You 3d scanned real environments and created photorealistic previs with physically accurate lighting, reflections and measurements that translate directly to on-set shooting for years and didn't share how to do it?? Mean :(
@@BoundlessEntertainmentFilms well, yes. I use unreal now, cuz its way faster, but the workflow isn't so special. We use GPU renderers (octane, redshift and eve) for low res and noise reduced results to accomplish nearly the same. At least to a stage where it still made sense. Of cause we now can extend this kind of workflow to more aspects of filmmaking, but the principles have just improved.
And to be honest sometimes, at least until unreal 5.2 (or was it 5.3?) I still went the old way. The reason ist, most of my work is heavily motion driven (Character, Camera vehicles)and still the animation Tools like Maya where way better. So from time to time is was simply too complicated to set stuff up in unreal. Well, until the latest animation tools in real I fell in love with. But and that might be the different, I worked mainly in smaller teams for advertising. Time is running differently there. I always asked myself, why previz looked so shitty. I was always after giving out clients the best impression possible... but yeah... for 1min max. ;
As I've said several times in this comment section, this video is not primarily targeted for industry professionals. It is for indie filmmakers, low budget filmmakers, one man bands, beginners and freelancers - the vast majority of UA-cam. If you watch the video, I immediately talk about how this tool is used by industry professionals about 10 seconds in. The video is meant to bring awareness of this tool to everyone. Additionally, there are many professionals out there who do not utilize 3D scanning in their previs workflow to create photorealistic visuals in virtual versions of real environments, which is what this video is really about - not just using Unreal for previs. Highly recommend watching the full video.
This video is for indie or low budget Filmmakers, one man bands, freelancers and beginners - the broad UA-cam audience. In the first few seconds of the video I talk about how these tools are already used in the industry. The video is about how this is accessible to anyone
@@BoundlessEntertainmentFilms fair enough!, essentially are describing elements and aspects of a VAD setup. one thing to add - getting a client approval in stereo vision with VR goggles for scouting potential sets, props and characters in real size is nothing to be sneezed at. things just seem more concrete in VR than a single screen and a client is much more likely to approve if you can ping them a scene that works on a consumer headset like a quest or similar
"Nobody" uses this because most people on UA-cam are one man run n gun dudes, who have no use for this. And even if they did, it's faster and easier to do it in Cinema 4D with presets.
Let’s get something straight, people who think everybody else should believe the exact same thing that they do about another film are likely to be morons, or just a bit slow.
He didnt deceive you. He gave you the infor you clicked for as well as mentioned a way to learn more. If you dont want the course the are many tutorials that teach you how to do this. He saved you the trouble by agrigating the info into one course. Either you put in effort to source the info yourself or you pay him for the trouble.
@@kcoppa actually really didn’t give the info that was inferred by the title imo. Glad to see you cape up for him tho. It’s ok for people to have dissenting opinions without the need for your reply.
I do try to provide as much information and value as possible in these videos - this was primarily meant as an introduction to this technique and workflow which I think is often overlooked and I personally find very interesting. Sorry you felt deceived, but thank you for watching and for leaving a comment :)
@@injectionAI Video title: Why does NOBODY use Unreal Engine for THIS? At 5:02 he explains how people can use unreal engine to pre plan scenes. The title was not : Tutorial on how to use unreal engine to location scout/ preplan scenes. No deception.
I wish there was a course specifically on Previs and all the shortcuts you could potentially use.
This course's focus is 100% on Previs!
This technique would also work really well with models from Google Earth. Google made it possible a couple years ago to download models from Google Earth and there’s a plug-in for blender that makes the process relatively easy.
Photos scanning would still be better for or intricate environments, but it might be helpful if you’re trying to block out a large outdoor scene.
Definitely! There are so many great options for capturing or accessing 3d models or data about real environments now. I plan to continue to cover them here and in the new course, because there are more and more options every day! Thanks for taking the time to comment :)
Great video Sam. I look forward to checking out the course
Thanks Josh! Looking forward to our next collab!
Nice video, Sam. The way we make movies has changed so much in the last few years, and it continues to evolve at a rapid pace! Old dogs like me can easily be left behind if we don't continue to learn and adapt our workflows to suit modern production processes. I haven't quite got around to using Gaussian Splatting as yet, so the 3D scanning sections will be interesting to see for me.
Love this - so much potential! Course purchased, looking forward to it!
Thank you for purchasing! I hope you enjoy the course, and feel free to reach out with any questions!! Can't wait to see what you create with this knowledge! :)
Oh this isn't something nobody uses. I used Unreal working on Dr Strange, Godzilla, Halo, etc. Photogrammetry or Textured Lidar is what we always use. BUT, yes everyone should jump into unreal with a photogrammetry model to get the hang of stuff
Don’t listen to the negative comments. This is exactly the info I’ve been looking for on this topic. Way too many sub par UA-cam tutorials on how to practically use nerfs and lidar. Thank you for this
Thanks for taking the time to comment! :)
Amazing video! Thank you!
Lumpens is a Korean artist/studio who uses UE for previs on music videos but yeah other than him I don't see many people using it like this yet
your videos always brighten my day! ☀️
When UE5 first came out I thought the best use for it would be Previs and planning of shots which would be shot on Cinema Cameras later. Exactly what you are saying here. If for example you had an expensive actor like Tom Cruise inside an F35 Jet, you could easily plan out all the shots in Unreal with lighting, lens type and animation, and then shoot it with real actors and real planes later. With the unreal shots, the producer would be able to budget out the shots using the Unreal Shots (which are inexpensive) to estimate the shooting costs. Also you could have certain re-usable filming "sets" or key locations like NY, London, Dubai, Tokyo, Mountains, Desert, Ice Snow Mountains etc, and then plan a few shots in a cinema quality virtual production "set" that matches a real world location. Then you could plan the framing of shots and explore cool angles and storytelling in the scene without even being there, and then shoot in the real location later with real cameras. So the final product could be a totally real location, real actors and real vehicles but completely designed and with cinematography designed in Unreal Engine exactly matching the final output.
That will surely cut costs.
...and ticket sales.
Hello, When ever I start a new project with raytracing on. The application just crashes. With out raytracing turned on, the software works. I have a RTX4080 super. I updated the bios and the drivers still the software crashes. Can you please help me, I am starting my freelance journey and want to learn Unreal.
How to use Lightfoge 5.4 Editor Layout Folder?
Sir i want to know are they record unreal engine vertual scene once or in the post processing, are they rotoscope these characters and replace the backgrounds ??
Only wants to know are they recod once and add only vfx in post production not these vertual backgrounds!!
I asked this question many of vfx artists!! But no one reply to me😢
Shout out to Matt Workman for being on to this well before the Manaloarian etc.
Agree 100% that more studios should be using UE for previz. It's practically a previz dream-machine!
I've tried to get Unreal to be used as a previz tool at big feature animation studios, to some success. The issue is they have an established pipeline and proprietary toolkit. UE is very fussy for others to conform to its workflow, and having to train artists to use it. Essentially it's like rebuilding a house from the roof down just to get UE to fit in. Culturally, veteran artists don't want to change either, or have one more radically different software package to learn. Technical Directors don't want another headache of new software tools to write and new pipelines to author.
However smaller to mid-scale studios are more nimble to adapt to an UE previz pipeline, many are rightly taking up UE because it saves them so much on budgeting with time and grants such high quality.
I bought your course... But I can't access it.
@@sameerxanand hello and thanks for enrolling! If you purchased the bundle, we have been having to manually enroll people in the course due to a system issue, so you should be taken care of already. But if not, please feel free to reach out to our customer support via the website contact page and they will get everything sorted out for you personally!
Can someone telle me what the shot at : is from please?
How long is the course? I made a lot of photogrammetry courses and used a lot for vr stuff inside unreal…I finished all your other courses! They amazing!
To be honest I haven't yet checked the length of the course but I think it's around 15 hours of content. I'm recording a lot more content as well which I'll be posting in the coming weeks/months, so it'll be pretty robust!
what's the camera you're using, very nice image
@@nij4785 it's all shot on the Black magic Pocket cinema camera 6k. The original pocket 6k to be exact! Glad you like the image :)
@@BoundlessEntertainmentFilms wow, I am about to get the URSA g2, it has SDI inputs that does not work so it is sold rn at 1k. I'm thinking, even if I'll get it, I should buy a lot more things to it, or I can just get the BMPCC 4k or 6k pro and that's it. But here what I see, hmm, maybe a 6k can do the thing too
Im from india i want to take the course but 99$ is high for me.. Students... So any other low budget course??
Still waiting for the lightforge update. I bought the plugin and I've not been able to use it once.
Check description - the update is out!!
If you already purchased the plugin, you should now have access to the 5.4 version on your Dashboard under Downloads! Let me know if you can't find it or don't have access!
I was looking for exactly this. Thanks for Putting a course together
Very glad to hear that! You do not need LightForge, however in the new update we will be providing a library of virtual versions of real light fixtures (like arri M18, Aputure 300d, etc.) so you can easily plan your lighting based on the exact fixtures you have in your lighting kit, along with some other useful features for previsualization. So keep an eye out for that in the coming weeks! :)
@@BoundlessEntertainmentFilms awesome I will buy both the course and Lightforge
Do i need a PC to run Unreal Engine?
Is Lightforge needed for this?
You do not need LightForge for this course, but I definitely recommend checking it out - we are adding a ton of new features that make Previs super streamlined and easy. I will keep you all updated on that as we get closer to releasing those new features!
@@BoundlessEntertainmentFilms yes, I bought the course and Lightforge yesterday and I am sure I wont regret it 😀
hmm, I always had a feeling I could use Unreal Engine to plan out my shots in advance
It works incredibly well! The physically accurate lighting, reflections and camera settings combined with a scanned environment open up so many creative possibilities and opportunities to experiment. I use it all the time now!
Really interested in this video. But I can't listen to it because of the loud background music and painful sound-effects you use.
super cool ❤
Great video 🍻
Thanks for taking the time to comment :)
What are you talking about? Mixing lidars and photogrammetry, remesh them and use them for CGI even with realtime engines is a industry standard since almost 8-10 years...
It used to be called “A unit” back in the days of Silicon Graphics…..
Nobody??. We can to watch Unreal used in preproduction in DUNE or directly in Mandalorian with great backgrounds.. Unreal it´s a great suit to create more that videogames.
Computer graphics were not "first coming around" in 2000-2010 !!!!!!! what the hell are you talking about????????????
First became viable and commonly used for this purpose - I know computer graphics were around long before then, but Previs started being used commonly in the early 2000s
There’s literally an entire industry using Unreal Engine for this. It’s called previz. And there’s postviz too for planning VFX shots. Clickbait title thumbs down
If you watch the video, I talk about Previs and its use in the industry almost immediately. What the title is referring to is indie filmmakers, low budget Filmmakers, freelancers, self starters and beginners who could easily use this tool but don't, simply because they don't know it exists or don't think it's feasible. This video is not targeted for veteran industry professionals, it's targeted for folks watching on UA-cam.
@@BoundlessEntertainmentFilms well i didnt watch it because the title is so dramatic i just wanted to skim it to see what this clickbaity magical mystery was. If it was a title that actually described what the video contained, and thereby communicating that ther was indeed some substance to be had, i would have been more inclined I think
"the 2000s or 2010s when computer graphics were first coming around" a minute into the video and I've already pressed stop. If you're that clueless on the history of your medium, I don't even want to know what you have to say.
What I'm referring to is when computer graphics were first becoming viable and commonly used for Previs, which was in the early 2000s. Obviously computer graphics have been around much longer than that. Within the context of the video I thought this would be more clear, but apparently not. Hopefully that clears things up
@@BoundlessEntertainmentFilms then your wording wasn't accurate and i based my reaction on it, SORRY. I would have said late 90s if you were talking about previs and I don't have seen documented case of "common" use of previs, it has been deemed a luxury for longer than this. Fight Club was entirely previsualized in 98.
*Greg AND HIS TEAM
Nobody? Most people in the industry use unreal to make fast previs and blockout.. like almost since it came out...
I'm mostly referring to indie filmmakers, newer filmmakers and people starting out. More the mainstream of people who don't realize how valuable this tool is for pre production. But yes, you're right! Thanks for taking the time to leave a comment :)
@@BoundlessEntertainmentFilms you made a nice video but really everyone I know is using unreal for previs basically
Still your point is valid, don't get me wrong
this is what Cine Tracer is for
Cine tracer can be a good option but does not provide nearly the flexibility and freedom this process provides. This process allows you to work with all types of 3d scans, utilize the path tracer for physically accurate lighting and reflections, scan real people into your scenes, and have full control over the settings available in Unreal Engine. It really depends on your use case, but this process is also free!
Ger rid of that music.. annoying
2000, and 2010 computers first come around..really?, 3d previz came from 90s...cmon
@@juanromero-fi2cf that's not what I said - I said that is when this technology first became truly viable - rendering photorealistic 3d graphics and fast enough to make previs viable for common use in the film industry
please lose the whooshes and other sfx, they're annoying as hell
hmmm I did this for years even without unreal... nothing new here.
You 3d scanned real environments and created photorealistic previs with physically accurate lighting, reflections and measurements that translate directly to on-set shooting for years and didn't share how to do it?? Mean :(
@@BoundlessEntertainmentFilms well, yes. I use unreal now, cuz its way faster, but the workflow isn't so special. We use GPU renderers (octane, redshift and eve) for low res and noise reduced results to accomplish nearly the same.
At least to a stage where it still made sense. Of cause we now can extend this kind of workflow to more aspects of filmmaking, but the principles have just improved.
And to be honest sometimes, at least until unreal 5.2 (or was it 5.3?) I still went the old way. The reason ist, most of my work is heavily motion driven (Character, Camera vehicles)and still the animation Tools like Maya where way better. So from time to time is was simply too complicated to set stuff up in unreal. Well, until the latest animation tools in real I fell in love with. But and that might be the different, I worked mainly in smaller teams for advertising. Time is running differently there. I always asked myself, why previz looked so shitty. I was always after giving out clients the best impression possible... but yeah... for 1min max. ;
Why does NOBODY DO THIS THING that actually a lot of professionals in multiple sectors use.
Dog...
As I've said several times in this comment section, this video is not primarily targeted for industry professionals. It is for indie filmmakers, low budget filmmakers, one man bands, beginners and freelancers - the vast majority of UA-cam. If you watch the video, I immediately talk about how this tool is used by industry professionals about 10 seconds in. The video is meant to bring awareness of this tool to everyone. Additionally, there are many professionals out there who do not utilize 3D scanning in their previs workflow to create photorealistic visuals in virtual versions of real environments, which is what this video is really about - not just using Unreal for previs. Highly recommend watching the full video.
guy has not heard of a Virtual Art Department
This video is for indie or low budget Filmmakers, one man bands, freelancers and beginners - the broad UA-cam audience. In the first few seconds of the video I talk about how these tools are already used in the industry. The video is about how this is accessible to anyone
@@BoundlessEntertainmentFilms fair enough!, essentially are describing elements and aspects of a VAD setup. one thing to add - getting a client approval in stereo vision with VR goggles for scouting potential sets, props and characters in real size is nothing to be sneezed at. things just seem more concrete in VR than a single screen and a client is much more likely to approve if you can ping them a scene that works on a consumer headset like a quest or similar
Because camera tracking import workflow is trash
I do, sort of lol 😜
Everybody uses Unreal Engine for this
Stable Diffusion its a new Unreal Engine
True😂
"Nobody" uses this because most people on UA-cam are one man run n gun dudes, who have no use for this. And even if they did, it's faster and easier to do it in Cinema 4D with presets.
Lets get something straight Dune 2 is not one of the greatest films of all time. It's one of the most overrated films of all time for sure.
Let’s get something straight, people who think everybody else should believe the exact same thing that they do about another film are likely to be morons, or just a bit slow.
Definitely agree, I really wanted to like it but I was just not invested. Beautiful movie for sure tho
@deepelements Oooh edgy today arent we ?
@@shooting_with_E I'm in the same boat, wanted to love it... Just enjoyed it looked absolutely beautiful though
Like everyother Quality Products, they are not meant for everybody. Just stick to your garbage Netflix content mate
i really don't enjoy this method of course introduction. Feels a little deceptive and like i wasted time. Good luck with it tho
He didnt deceive you. He gave you the infor you clicked for as well as mentioned a way to learn more. If you dont want the course the are many tutorials that teach you how to do this. He saved you the trouble by agrigating the info into one course. Either you put in effort to source the info yourself or you pay him for the trouble.
@@kcoppa actually really didn’t give the info that was inferred by the title imo. Glad to see you cape up for him tho. It’s ok for people to have dissenting opinions without the need for your reply.
I do try to provide as much information and value as possible in these videos - this was primarily meant as an introduction to this technique and workflow which I think is often overlooked and I personally find very interesting. Sorry you felt deceived, but thank you for watching and for leaving a comment :)
@@injectionAI Video title: Why does NOBODY use Unreal Engine for THIS?
At 5:02 he explains how people can use unreal engine to pre plan scenes.
The title was not : Tutorial on how to use unreal engine to location scout/ preplan scenes.
No deception.
@@BoundlessEntertainmentFilms definitely. Was just my opinion.
This video was great, but we have to keep it real: generative AI will kill the most part of all creative jobs in the next decade.