A new way to create.
Impossible Objects is involved and energized in producing as well as researching new ways to explore the spectrum of virtual production, ranging from fully animated visualizations to live-action LED volume stage production. By embracing the non-linear nature of virtual production, we hope to push the boundaries of creative efficiency and real-time workflows.
"Real-time" rendering is one of the most fascinating new languages in creating cinematic visual effects. With the capability to motion capture an actor's body and facial performance from anywhere in the world and bring it into an infinite number of virtual environments, avoiding long traditional render times -- the possibilities are quite literally endless.
Recently, Faceware invited Impossible Objects to participate in testing out their facial capture software in relation to Unreal's MetaHumans. Prior to this moment, it has been difficult, time-consuming and costly to create and animate photo-real rigs. As a key partner with Unreal, Faceware is removing the animation barriers by providing access to a production-quality facial tracking tool capable of driving MetaHuman assets.
With the MetaHuman Creator, we are able to empower actors to slip right into the shoes of real-time animated characters, bringing them to life in a way that is wholly unique yet entirely human. These characters will provide an actor full capability to move freely in their performance while capturing intricate micro-expressions in real-time. Paired with Nvidia RTX technology, our pipeline turns this motion capture into cinematic photorealism in real-time.
Nemosyne, directed by Luc Delamare and Kevin Stewart, was a short film demonstrating the potential for cinematic photo-realism in Unreal Engine, and how Virtual Production Cinematographers with Live Action backgrounds are able to work more efficiently in the virtual production space.