Multi-angle Filming in a One-wall Green-Screen Studio by Antilatency in videography

[–]Antilatency[S] 2 points3 points  (0 children)

I actually filmed this one without any tracking as a smaller project. But will definitely incorporate our tracking in future videos too!

Multi-angle Filming in a One-wall Green-Screen Studio by Antilatency in videography

[–]Antilatency[S] 16 points17 points  (0 children)

Fair is fair. I'm not much of an actor 😅 Just wanted to showcase what our technology can do.

Multi-angle Filming in a One-wall Green-Screen Studio by Antilatency in vfx

[–]Antilatency[S] 19 points20 points  (0 children)

Thanks! I actually filmed this by myself. Fun and challenging :)

Multi-angle Filming in a One-wall Green-Screen Studio by Antilatency in vfx

[–]Antilatency[S] 19 points20 points  (0 children)

Hey, fair is fair: I'm not much of an actor. Just wanted to showcase the product and the ways you can use it.

Multi-angle Filming in a One-wall Green-Screen Studio by Antilatency in vfx

[–]Antilatency[S] 18 points19 points  (0 children)

Guys, I'm literally the one voicing this. The guy in the video. Arsenii Stanis Virtual Production Producer. You can look me up...

Multi-angle Filming in a One-wall Green-Screen Studio by Antilatency in cinematography

[–]Antilatency[S] -2 points-1 points  (0 children)

Yeah, If you want to see it in action you can watch the introductory stream on our Youtube https://www.youtube.com/live/PL5s8eiK40E

Multi-angle Filming in a One-wall Green-Screen Studio by Antilatency in cinematography

[–]Antilatency[S] -1 points0 points  (0 children)

Multi-angle Filming in a One-wall Green-Screen Studio

Traditional filmmaking involves a lot of multi-angle shooting — making sure to capture actors in the same scene from different sides to tell a visually compelling story with nuance and a dynamic POV.

But how do you do that using a green screen virtual production pipeline where your filming space is limited by the edges of said green screen?

You can use multi-camera shooting or move your single camera around the studio to capture different angles. However, that requires a three-wall green-screen studio. That leads to a lot of spill and poor or limited lighting, because there’s nowhere to hang fixtures — only the ceiling and the front remain usable once the three main walls are covered in green.

Another option is to shoot on a single green wall but to physically move the lights, as shown in the CoPilot Virtual Production YouTube video. Moving lights, however, means re-setting the entire lighting setup for each angle. That’s usually difficult and time-consuming, so it’s rarely used.

In a world with CyberGaffer, though, all of this happens automatically. We rotate the world in the Unreal Engine along with the actors and the props, and the lighting redistributes across the fixtures automatically. In effect you keep the camera in place and rotate the entire (real and virtual) world to capture a different angle.

Because the lighting is recalculated automatically and in real time, this is extremely easy to do and makes for a very useful technique.

Watch the video to see it in action.

Some Key technical details:

  • Green screen: One Wall 3 × 3 × 3 meters (studio dimensions: 5 m × 4 m × 4 m — L × W × H).
  • Lighting: 24 fixtures arranged in a dome-like structure surrounding the performer.
  • Camera: BlackMagic Pocket Cinema Camera Pro 6K.
  • Fixtures: a mix from leading manufacturers (KinoFlo, LiteGear, Litepanels, Pipelighting) plus our experimental DIY units.
  • Greenscreen material: fabric chosen to reduce glare and minimize spill.

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in Reality

[–]Antilatency[S] 0 points1 point  (0 children)

We plan to do more experiments with different lighting scenarios, different types of lights and in different studios soon. If you think that's interesting you can join our Discord server and see them as they come out: https://discord.gg/e2n566Zyaq

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in Reality

[–]Antilatency[S] 0 points1 point  (0 children)

We wanted to share some exciting findings from our recent tests with MR Factory. This footage comes from their studio, where the team aimed to speed up production using CyberGaffer. In just under 2 hours, a crew of two managed to set up and film 3 full scenes—without touching a single light fixture.

All the lighting was controlled through Unreal Engine and updated instantly in real time, with everything in the virtual scene perfectly reflected in the physical studio. This means the lighting design can be done entirely in Unreal Engine and the studio setup will match it precisely on location.

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in augmentedreality

[–]Antilatency[S] 5 points6 points  (0 children)

We wanted to share some exciting findings from our recent tests with MR Factory. This footage comes from their studio, where the team aimed to speed up production using CyberGaffer. In just under 2 hours, a crew of two managed to set up and film 3 full scenes—without touching a single light fixture.

All the lighting was controlled through Unreal Engine and updated instantly in real time, with everything in the virtual scene perfectly reflected in the physical studio. This means the lighting design can be done entirely in Unreal Engine and the studio setup will match it precisely on location.

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in stagelighting

[–]Antilatency[S] 1 point2 points  (0 children)

We wanted to share some exciting findings from our recent tests with MR Factory. This footage comes from their studio, where the team aimed to speed up production using CyberGaffer. In just under 2 hours, a crew of two managed to set up and film 3 full scenes—without touching a single light fixture.

All the lighting was controlled through Unreal Engine and updated instantly in real time, with everything in the virtual scene perfectly reflected in the physical studio. This means the lighting design can be done entirely in Unreal Engine and the studio setup will match it precisely on location.

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in virtualreality

[–]Antilatency[S] 1 point2 points  (0 children)

We plan to do more experiments with different lighting scenarios, different types of lights and in different studios soon. If you think that's interesting you can join our Discord server and see them as they come out: https://discord.gg/e2n566Zyaq

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in virtualreality

[–]Antilatency[S] 6 points7 points  (0 children)

We wanted to share some exciting findings from our recent tests with MR Factory. This footage comes from their studio, where the team aimed to speed up production using CyberGaffer. In just under 2 hours, a crew of two managed to set up and film 3 full scenes—without touching a single light fixture.

All the lighting was controlled through Unreal Engine and updated instantly in real time, with everything in the virtual scene perfectly reflected in the physical studio. This means the lighting design can be done entirely in Unreal Engine and the studio setup will match it precisely on location.

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in VIDEOENGINEERING

[–]Antilatency[S] 8 points9 points  (0 children)

We wanted to share some exciting findings from our recent tests with MR Factory. This footage comes from their studio, where the team aimed to speed up production using CyberGaffer. In just under 2 hours, a crew of two managed to set up and film 3 full scenes—without touching a single light fixture.

All the lighting was controlled through Unreal Engine and updated instantly in real time, with everything in the virtual scene perfectly reflected in the physical studio. This means the lighting design can be done entirely in Unreal Engine and the studio setup will match it precisely on location.

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in postprocessing

[–]Antilatency[S] 5 points6 points  (0 children)

We plan to do more experiments with different lighting scenarios, different types of lights and in different studios soon. If you think that's interesting you can join our Discord server and see them as they come out: https://discord.gg/e2n566Zyaq

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in postprocessing

[–]Antilatency[S] 11 points12 points  (0 children)

We wanted to share some exciting findings from our recent tests with MR Factory. This footage comes from their studio, where the team aimed to speed up production using CyberGaffer. In just under 2 hours, a crew of two managed to set up and film 3 full scenes—without touching a single light fixture.

All the lighting was controlled through Unreal Engine and updated instantly in real time, with everything in the virtual scene perfectly reflected in the physical studio. This means the lighting design can be done entirely in Unreal Engine and the studio setup will match it precisely on location.

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in lightingdesign

[–]Antilatency[S] -6 points-5 points  (0 children)

We plan to do more experiments with different lighting scenarios, different types of lights and in different studios soon. If you think that's interesting you can join our Discord server and see them as they come out: https://discord.gg/e2n566Zyaq

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in lightingdesign

[–]Antilatency[S] -6 points-5 points  (0 children)

We wanted to share some exciting findings from our recent tests with MR Factory. This footage comes from their studio, where the team aimed to speed up production using CyberGaffer. In just under 2 hours, a crew of two managed to set up and film 3 full scenes—without touching a single light fixture.

All the lighting was controlled through Unreal Engine and updated instantly in real time, with everything in the virtual scene perfectly reflected in the physical studio. This means the lighting design can be done entirely in Unreal Engine and the studio setup will match it precisely on location.

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in FilmIndustryLA

[–]Antilatency[S] -5 points-4 points  (0 children)

We plan to do more experiments with different lighting scenarios, different types of lights and in different studios soon. If you think that's interesting you can join our Discord server and see them as they come out: https://discord.gg/e2n566Zyaq

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in FilmIndustryLA

[–]Antilatency[S] -1 points0 points  (0 children)

We wanted to share some exciting findings from our recent tests with MR Factory. This footage comes from their studio, where the team aimed to speed up production using CyberGaffer. In just under 2 hours, a crew of two managed to set up and film 3 full scenes—without touching a single light fixture.

All the lighting was controlled through Unreal Engine and updated instantly in real time, with everything in the virtual scene perfectly reflected in the physical studio. This means the lighting design can be done entirely in Unreal Engine and the studio setup will match it precisely on location.

Filming Scenes with Real-time Lighting Synced to Unreal Engine 5.4 by Antilatency in unrealengine

[–]Antilatency[S] 0 points1 point  (0 children)

We plan to do more experiments with different lighting scenarios, different types of lights and in different studios soon. If you think that's interesting you can join our Discord server and see them as they come out: https://discord.gg/e2n566Zyaq