Have you heard about the Remote multi-user virtual production? We simply haven’t been able to collaborate on projects as we used to throughout this coronavirus outbreak because of social isolation policies. But might we still collaborate on projects virtually?

Remote multi-user virtual production using Unreal Engine
Remote multi-user virtual production using Unreal Engine

Using its Unreal Engine and the company’s expertise in multi-user editing and virtual production, Epic Games is currently exploring and implementing that sector on a remote level. A production workflow plan for using this method will shortly be made available by Epic. the before and after received a special preview.

What exactly is remote multi-user virtual production?

Check out the Epic Games video up top. It comes after a multi-user production session in which a group of eight people worked remotely to create content with CG environments and characters.

While other artists may move props and other set pieces, survey locations, experiment with virtual camera angles and lighting, and continue to sculpt the character performances, two motion capture performers in Xsens suits were “directed” to produce real-time animation.

With Unreal Engine as its foundation, that is Epic Games’ vision for remote multi-user virtual production. It’s exciting to note that this is a setup that, according to Epic, practically any group of people could create, and it is really being used by studios like Netflix and Bron to collaboratively previsualize content by their artists who work from home at the moment.

One important thing to note first is that Epic’s remote multi-user process actually derives directly from what was already occurring, for example on virtual or LED stages. We’ll go into a little more detail about how it technically works below, as well as how you can start setting this up yourself (ie. those used for productions such as The Mandalorian).

>>>Read more: Real time Virtual Production using Unreal Engine

What you can do in a multi-user session?

Remote multi-user virtual production using Unreal Engine
What you can do in a multi-user session?

Once more, the demonstration video up top is a fantastic resource for what may be done in a multi-user session. As Juan Gomez, lead technical account manager at Epic Games, explains, the artists in that project utilized a variety of tools to collaborate remotely in real-time in Unreal Engine.

Additionally, some of the collaborations utilized VR headsets. In fact, all of these tools already exist and are a part of the multi-user editing paradigm used by Unreal Engine. The instruments can be used in this novel remote manner, which, according to Gomez, has a little different creative component for artists than how you might typically use them in a studio situation.

Since previs is the stage when imagery and assets can be swiftly created and where things can be improved before any actual production begins, it is a significant area where this type of remote working is being pushed for.

Previs assets are also increasingly being used in real-time setups as a precursor to final assets that may be used on an LED stage or in a live-action virtual production shoot.

>>>Read more: X and animation studios increasing favor for virtual production and workstations

What needs to be set up for remote multi-user virtual production?

Remote multi-user virtual production using Unreal Engine
What needs to be set up for remote multi-user virtual production?

Here is a summary of the steps necessary to begin a remote multi-user workflow. Epic Games will soon publish a blog post on this topic, and you can already read the company’s guide to multi-user editing.

Establishing positions (such as mocap artists, art directors, editors, etc.) will be one of the primary prerequisites; this is true for any production. A multi-user server must be accessed in order to execute an Unreal Engine multi-user session while working remotely, technically speaking. It will work with a VPN. As a mesh VPN substitute, Epic suggests a particular solution dubbed Tailscale.

Gomez admits that setting up this network/connection portion might take some skill and bandwidth. However, he asserts, advice on the subject will be provided in the future, and it should be remembered that the virtual production community is extremely active on many platforms in terms of help and inspiration.

Gomez is indeed enthusiastic about what remote work and continued production can currently offer musicians.

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Conclusion

Using virtual reality to explore and examine scenes, it is possible to scout digital surroundings for shot location. Filmmakers can plan out scene blocking and compose shots by using Remote multi-user virtual production like simple navigation and a virtual viewfinder.

They can also take screengrabs of the scene. Involving people in the narrative they’re attempting to tell also enables a really genuine, collaborative approach from filmmakers. Additionally, multi-user editing and VR scouting can be combined for potent creative sessions. This is made possible by a remote control API that operates the Unreal engine in the rest style.

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