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  3. Director Gore Verbinski says Unreal Engine is 'the greatest slip backwards' for movie CGI

Director Gore Verbinski says Unreal Engine is 'the greatest slip backwards' for movie CGI

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  • miskM This user is from outside of this forum
    miskM This user is from outside of this forum
    misk
    wrote last edited by misk@piefed.social
    #1
    This post did not contain any content.
    F yessikgY 2 Replies Last reply
    27
    • miskM misk
      This post did not contain any content.
      F This user is from outside of this forum
      F This user is from outside of this forum
      FishFace
      wrote last edited by
      #2

      I remember someone who worked on the Matrix sequels talking about how they'd gained the ability to use subsurface scattering in CGI, something that wasn't possible earlier. Gollum also used this technology. That was the early 2000s; Jurassic Park was 1993, Terminator 2 was 1991. So if you think those embodied amazing Computer Graphics, you don't think that you need modern techniques like SSS for that.

      Unreal Engine supports SSS and has a physics-based path-tracing renderer capable of the kind of realistic SSS that you'd expect.

      So it sounds like Verbinski's talking out of his ass and blaming something he doesn't really understand for a point of quality he can't really put his finger on.

      Here's my take: you get the CGI you pay for with money, time, and care. (And you get more time and care if you spend more money). Not total money spent on CGI though, because films have far more CGI in them than they ever did before. Vague hand-waving about Unreal being a game-engine somehow meaning that it is incapable of producing anything that doesn't feel like a game is woo-woo bullshit. People used to say that CGI looks inherently artificial, but they conveniently forget about the lauded CGI of organic things like in Jurassic Park or in the Lord of the Rings.

      artyomA dunstabzugshaubitze@feddit.orgD 2 Replies Last reply
      8
      • F FishFace

        I remember someone who worked on the Matrix sequels talking about how they'd gained the ability to use subsurface scattering in CGI, something that wasn't possible earlier. Gollum also used this technology. That was the early 2000s; Jurassic Park was 1993, Terminator 2 was 1991. So if you think those embodied amazing Computer Graphics, you don't think that you need modern techniques like SSS for that.

        Unreal Engine supports SSS and has a physics-based path-tracing renderer capable of the kind of realistic SSS that you'd expect.

        So it sounds like Verbinski's talking out of his ass and blaming something he doesn't really understand for a point of quality he can't really put his finger on.

        Here's my take: you get the CGI you pay for with money, time, and care. (And you get more time and care if you spend more money). Not total money spent on CGI though, because films have far more CGI in them than they ever did before. Vague hand-waving about Unreal being a game-engine somehow meaning that it is incapable of producing anything that doesn't feel like a game is woo-woo bullshit. People used to say that CGI looks inherently artificial, but they conveniently forget about the lauded CGI of organic things like in Jurassic Park or in the Lord of the Rings.

        artyomA This user is from outside of this forum
        artyomA This user is from outside of this forum
        artyom
        wrote last edited by
        #3

        Jurassic park still has some of the best CGI I've ever seen. Maybe not in scale or imagination, but in realism.

        F 1 Reply Last reply
        6
        • artyomA artyom

          Jurassic park still has some of the best CGI I've ever seen. Maybe not in scale or imagination, but in realism.

          F This user is from outside of this forum
          F This user is from outside of this forum
          FishFace
          wrote last edited by
          #4

          Jurassic park was judicious in its use of CGI. There are places where you can notice it, but they're hard to spot, because CGI was generally used where its limitations were hard to spot!

          A comparison in my mind is The Mummy, a bit later and more developed technologically but much more obvious, because it wasn't trying to be as judicious imo

          1 Reply Last reply
          10
          • F FishFace

            I remember someone who worked on the Matrix sequels talking about how they'd gained the ability to use subsurface scattering in CGI, something that wasn't possible earlier. Gollum also used this technology. That was the early 2000s; Jurassic Park was 1993, Terminator 2 was 1991. So if you think those embodied amazing Computer Graphics, you don't think that you need modern techniques like SSS for that.

            Unreal Engine supports SSS and has a physics-based path-tracing renderer capable of the kind of realistic SSS that you'd expect.

            So it sounds like Verbinski's talking out of his ass and blaming something he doesn't really understand for a point of quality he can't really put his finger on.

            Here's my take: you get the CGI you pay for with money, time, and care. (And you get more time and care if you spend more money). Not total money spent on CGI though, because films have far more CGI in them than they ever did before. Vague hand-waving about Unreal being a game-engine somehow meaning that it is incapable of producing anything that doesn't feel like a game is woo-woo bullshit. People used to say that CGI looks inherently artificial, but they conveniently forget about the lauded CGI of organic things like in Jurassic Park or in the Lord of the Rings.

            dunstabzugshaubitze@feddit.orgD This user is from outside of this forum
            dunstabzugshaubitze@feddit.orgD This user is from outside of this forum
            dunstabzugshaubitze@feddit.org
            wrote last edited by
            #5

            unreal engine renders in real time oposed to a process that had days to run. verbinski pretty much laments that neither care nor time are invested.

            F 1 Reply Last reply
            2
            • dunstabzugshaubitze@feddit.orgD dunstabzugshaubitze@feddit.org

              unreal engine renders in real time oposed to a process that had days to run. verbinski pretty much laments that neither care nor time are invested.

              F This user is from outside of this forum
              F This user is from outside of this forum
              FishFace
              wrote last edited by
              #6

              Unreal Engine has a non-real-time renderer as well.

              1 Reply Last reply
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              • miskM misk
                This post did not contain any content.
                yessikgY This user is from outside of this forum
                yessikgY This user is from outside of this forum
                yessikg
                wrote last edited by
                #7

                It's amazing how well the CGI in the first POTC 2 and 3 holds up

                1 Reply Last reply
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