heyas;
storyboarding a video idea... i wanted to do a landscape shot showing the sun going down. i expect there's no 'do sky setting' action in the cutscene editor.... are there any other ideas how this might work? ps: this is for machinima, not in-game runtime cutscene.
Outdoor Scene: Time Lapse
Débuté par
BloodsongVengeance
, sept. 12 2010 02:12
#1
Posté 12 septembre 2010 - 02:12
#2
Posté 12 septembre 2010 - 05:17
I can't think of a way to do this of the top of my head. There is no visual effect that I know of can simulate the sun. There might be some kind of camera trick you can use perhaps but I just can't think of how you would do this.
#3
Posté 12 septembre 2010 - 09:32
You'd have to do it as a pre-rendered video with the lighting and sun done in post. There is no practical way to do it in the game, unless you want to make about a hundred copies of the level with slightly altered light levels. Even then you'd still need to add in the sun itself in post.
#4
Posté 12 septembre 2010 - 10:26
What about experimenting with light sources in the level editor? What happens if you place a light object in front of the camera? Will it not appear as a ball of light that he can pull off a being a sun in the distance?
#5
Posté 12 septembre 2010 - 11:33
Given the above information that everyone has provided, what I would look into first would be the ability to add a light in the cutscene editor itself that could create Shadows, (I really wonder if this could be done!) then keying it's movement and color changes. After which adding the the sun itself over the light. I believe anything you add to the cutscene editor can bey keyed and moved aside from the level itself.
I would love to know where the actual sun/moon exist in the toolset. (VFX?)
If you are finally able to create such an effect please do share, I am very curious to know
I would love to know where the actual sun/moon exist in the toolset. (VFX?)
If you are finally able to create such an effect please do share, I am very curious to know
Modifié par DahliaLynn, 12 septembre 2010 - 11:47 .
#6
Posté 12 septembre 2010 - 10:48
heyas;
i've been thinking.... maybe just doing a daylight shot and an evening shot (and maybe a night shot) of the scene, then blending in WMM. cheap and fast, that's me. (no wait... i'm cheap and slow; nm :X )
i've been thinking.... maybe just doing a daylight shot and an evening shot (and maybe a night shot) of the scene, then blending in WMM. cheap and fast, that's me. (no wait... i'm cheap and slow; nm :X )
#7
Posté 13 septembre 2010 - 03:15
I think you should check out some level editor tutorials. This one explains a bit about the lighting which you can use to your advantage.
#8
Posté 14 septembre 2010 - 12:23
I have a sort of related question, so I'll post it here:
I'm wondering about showing the same exterior location with different seasonal effects - I need 3/4 quite short scenes that take place over a 3 year period, using the different seasons to illustrate the passage of those years (along with changes to the character, which I also need to figure out). From looking at the game source files I know there are different versions of certain maps (Redcliffe day and night for example) but is this really the only way to do this?
On the one hand it is only a very small area I need the changes to effect, but I've got about a billion other things to do for this project, so avoiding having to produce multiple versons of the same level/area would be great.
I'm wondering about showing the same exterior location with different seasonal effects - I need 3/4 quite short scenes that take place over a 3 year period, using the different seasons to illustrate the passage of those years (along with changes to the character, which I also need to figure out). From looking at the game source files I know there are different versions of certain maps (Redcliffe day and night for example) but is this really the only way to do this?
On the one hand it is only a very small area I need the changes to effect, but I've got about a billion other things to do for this project, so avoiding having to produce multiple versons of the same level/area would be great.





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