Capacity: The Journey from Pre-Rendered to Real-Time
summary
Capacity describes moving from GPU Octane renders to a full Unreal Engine pipeline, replacing weeks of frame renders with minutes of iteration and cutting the usual 25–30% render/compositing buffer from schedules. Studios port Cinema 4D assets using Datasmith, bake or natively import animation, use Sequencer for entire edits, and run Perforce for simultaneous shot workflows. Delivery can be a 4K trailer plus an 8 GB Unreal project that re-renders every shot; ray tracing also integrates.
AI-written summary · about
chapters (5)
- 0:00Capacity introduction
- 2:56Promax Games 2018 case study
- 7:34Unreal workflow benefits
- 12:05Workflow changes and version control
- 14:15Real-time production future
related talks
43mInside Real-time Production: The Tools that make it Tick
49mFundamentals of Linear Content Creation in Unreal Engine
34mClosing a CGI Automotive Chapter
26mThe Future of Animation in Unreal Engine
51mExploring the Technology that Drives "The Human Race"
38mAutomotive Look Development with UE
44mVirtual Cinematography and Non-Linear Editing Workflows on The Quarry
36mImproving Developer Iteration in Unreal Engine 5
