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The8 Inc.
Japan
Registrace 9. 12. 2019
The 8 (ディエイト) は高品質ビジュアルコンテンツ制作をするCreative Productionです。
VFX技術を基に既存の映像制作に限らず、GameEngineを使用したRealTimeコンテンツ制作を行います。
リアルロケーションを3Dスキャンし、VirtualProduction, Digital Twins, Metaverse, XR分野の可能性を追求します。
Unreal Engine, CGI, Digital Art, Photogrammetry, XR
VFX技術を基に既存の映像制作に限らず、GameEngineを使用したRealTimeコンテンツ制作を行います。
リアルロケーションを3Dスキャンし、VirtualProduction, Digital Twins, Metaverse, XR分野の可能性を追求します。
Unreal Engine, CGI, Digital Art, Photogrammetry, XR
Postshot Gaussian Splatting | Unreal Engine 5
#gaussiasplatting #unrealengine #nerf
Postshot Gaussian Splatting for Volumetric Rendering in Unreal Engine 5.
The8 Inc. : www.the8.tokyo/
Contact : contact@the8.tokyo
Follow us on:
the8.tokyo
DAISUKE_VFX
#gaussiasplat
#nerf
#名古屋
#名古屋城
#unrealengine
#ue5
#virtualproduction
Postshot Gaussian Splatting for Volumetric Rendering in Unreal Engine 5.
The8 Inc. : www.the8.tokyo/
Contact : contact@the8.tokyo
Follow us on:
the8.tokyo
DAISUKE_VFX
#gaussiasplat
#nerf
#名古屋
#名古屋城
#unrealengine
#ue5
#virtualproduction
zhlédnutí: 667
Video
Unreal Engine 5.4 | Motion Design
zhlédnutí 3,4KPřed měsícem
#unrealengine #ue5 #motiondesign Real-Time Motion Design with Unreal Engine 5.4. The8 Inc. : www.the8.tokyo/ Contact : contact@the8.tokyo Follow us on: the8.tokyo DAISUKE_VFX #unrealengine #ue5 #motiondesign
Unreal Engine 5.3 | Chaos Cloth
zhlédnutí 5KPřed měsícem
#unrealengine #ue5 #MarvelousDesigner Tried real-time cloth simulation using Marvelous Designer and Unreal Engine. Panel Cloth Editor Docs: dev.epicgames.com/community/learning/tutorials/pv7x/unreal-engine-panel-cloth-editor The8 Inc. : www.the8.tokyo/ Contact : contact@the8.tokyo Follow us on: the8.tokyo DAISUKE_VFX #unrealengine #ue5 #MarvelousDesigner
Unreal Engine 5 | nDisplay Rendering
zhlédnutí 25KPřed měsícem
#unrealengine #ue5 #virtualproduction Testing nDisplay rendering with Unrealengine 5.3. The8 Inc. : www.the8.tokyo/ Contact : contact@the8.tokyo #unrealengine #ue5 #virtualproduction #digitaltwin #metaverse Follow us on: Instagram the8.tokyo X DAISUKE_VFX
Unreal Engine 5.3 | Sakura - Cherry Blossom Tree
zhlédnutí 1,1KPřed 3 měsíci
Unreal Engine 5.3 | Sakura - Cherry Blossom Tree Testing Sakura environment scene. Mixing RealityCapture with the power of Unreal Engine 5.3. The8 Inc. : www.the8.tokyo/ Contact : contact@the8.tokyo Follow us on: Instagram the8.tokyo X DAISUKE_VFX #unrealengine5 #ue5 #realitycapture #speedtree #digitaltwin
Unreal Engine 5.2 - NukeX 14 | Nuke Server Plug-in
zhlédnutí 1,4KPřed 4 měsíci
Learn how to use an Unreal Reader node in NukeX 14. The8 Inc. : www.the8.tokyo/ Contact : contact@the8.tokyo #the8 #unrealengine5 #ue5 #nuke #digitaltwin Follow us on: Instagram the8.tokyo X DAISUKE_VFX
Unreal Engine 5.2 | Photogrammetry Realistic Tree
zhlédnutí 6KPřed 11 měsíci
3D model using Photogrammetry has been made an asset with Speedtree. The8 Inc. : www.the8.tokyo/ Contact : contact@the8.tokyo #the8 #unrealengine5 #ue5 #speedtree #digitaltwin #metaverse Follow us on: Instagram the8.tokyo X DAISUKE_VFX
Unreal Engine 5.2 | Chaos Flesh Real-Time simulation test 02
zhlédnutí 17KPřed rokem
Unreal Engine 5.2 | Chaos Flesh Real-Time simulation test 02
Unreal Engine 5.2 | Chaos Flesh Real-Time simulation test 01
zhlédnutí 3,6KPřed rokem
Unreal Engine 5.2 | Chaos Flesh Real-Time simulation test 01
Unreal Engine 5.2 | Chaos Vehicle Fix Car Calipers
zhlédnutí 4,1KPřed rokem
Unreal Engine 5.2 | Chaos Vehicle Fix Car Calipers
Unreal Engine 5.2 | Chaos Vehicle Plugin R&D
zhlédnutí 15KPřed rokem
Unreal Engine 5.2 | Chaos Vehicle Plugin R&D
Unreal Engine 5.2 | PCG - Mesh To Points
zhlédnutí 27KPřed rokem
Unreal Engine 5.2 | PCG - Mesh To Points
Unreal Engine 5.2 | Substrate material First look
zhlédnutí 1,6KPřed rokem
Unreal Engine 5.2 | Substrate material First look
Unreal Engine | GPU server Pixel Streaming
zhlédnutí 925Před rokem
Unreal Engine | GPU server Pixel Streaming
Unreal Engine 5 | Real Location Archive - Tokyo Graffiti Art 02
zhlédnutí 802Před rokem
Unreal Engine 5 | Real Location Archive - Tokyo Graffiti Art 02
Unreal Engine 5 | Real Location Archive - Tokyo Graffiti Art 01
zhlédnutí 1,7KPřed rokem
Unreal Engine 5 | Real Location Archive - Tokyo Graffiti Art 01
Unreal Engine 5 | triMirror 3D Draper Test
zhlédnutí 3,3KPřed 2 lety
Unreal Engine 5 | triMirror 3D Draper Test
Unreal Engine 5 | JWEDA 3D Scan R&D Project
zhlédnutí 1,2KPřed 2 lety
Unreal Engine 5 | JWEDA 3D Scan R&D Project
Unreal Engine 4.25 | Anisotropy Material R&D
zhlédnutí 10KPřed 4 lety
Unreal Engine 4.25 | Anisotropy Material R&D
Unreal Engine 4.24 | Raytracing Guitar VirtualShowroom R&D
zhlédnutí 587Před 4 lety
Unreal Engine 4.24 | Raytracing Guitar VirtualShowroom R&D
Unreal Engine 4.24 | Raytracing Guitar Creator
zhlédnutí 1,3KPřed 4 lety
Unreal Engine 4.24 | Raytracing Guitar Creator
Unreal Engine 4.24 | Raytracing Gibson LesPaul
zhlédnutí 1,2KPřed 4 lety
Unreal Engine 4.24 | Raytracing Gibson LesPaul
Unreal Engine | RealityCapture | RealTime Environment Test Shots
zhlédnutí 997Před 4 lety
Unreal Engine | RealityCapture | RealTime Environment Test Shots
What mesh density did you set in MD ? I have a very slow ue at a density of 10
my render quality is super low, resolution is 4k. how do I fix this?
Damn thats pretty damn good, thought i hoped youd show the whole workflow, however, this really did give me some ideas. Thanks!
can it work for Jiggles (. )( .)😁😁🤣🤣😂😂
I want to make a model of my house. Inside and out. Willing to pay for it. Anyone know where to do it?
Do you mean you want to make a 3D model of your house?
dm me
I really like this, its a really easy to follow a good showcase
What camera is used here?
I used Sony α7RV camera to shoot a 4K video.
For metahuman?,
Hey awesome video, thank you for sharing it! I noticed even with tweaking the settings (iteration, collisions, thickness) i still end up with some clipping, is this just chaos cloth or is it possible to get it 100%?
sickk
This is awesome! Thanks for showing the process so thoroughly as well. That's cool! Is this some kind of test for a live Filming setup use-case with LED screens or something?
Impressive work 🤩..how can I install it demo version at UE5👏🏼
show the car setup with the chaos tire pls
Thanks so much!!!! so good
There's a reason why curved screens are used and not boxes LOL still a good showcasing on how to get it done.
Looks cool, but... use case?
Hello are the trees made with speedtree?? Or another software?
This cherry tree was made with Speedtree based on a 3D model with photogrammtry.
Hello everyone, Fantastic demonstration of the RayTracing Guitar Configurator! The real-time rendering and interactive features are truly impressive. I've been working on similar high-performance projects and found that using streaming services can significantly enhance the experience. For anyone looking to streamline their project setup and achieve high-quality performance, I highly recommend trying out Vagon Streams. It has made my workflow much more efficient and hassle-free. Great job on the configurator, and looking forward to seeing more innovations like this!
This is great, thank you for the tutorial! I have a question though; How do you render the simulation? Via MRQ is not possible since there is an issue with the temporal AA that makes the simulation go crazy...
Is there any problem with rendering even if I lower the Temporal sample count? Or, it seems that you can cache the cloth.
U have ti put temporal sample count to 0. it doesn't affect the quality
@@KinjaBlack that's what I've been doing, but the motion blur and DOF doesn't look as good as with temporal samples...
Love your work! What kitbash asset did you use for those metal pieces?
I used some kitbash assets.
Can this same procedure be done with half a sphere? (Possibly broken down into parts as well) Amazing stuff btw 🙏🏾
I think you can do that.
TO ANYONE GETTING: "DCRA render failed: undefined viewport index, skipped" The Fix Is Below. +Settings Add Camera Check off "Render All Cameras" Jazz Hands
Hi my clothes always look overly glossy/ shiny how do I fix this, should I just follow your nodes setup?
Change specular in material
Is this Tomas Novoa?
Can you make a tutorial to teach me who is ignorant?😅
How is the rendering speed? Can ndisplay rendering be a good method for rendering 360 video?
Rendering speed depends on settings and resolution. There are several ways to create a 360-degree video, but I think it's a good way to make it with nDisplay when output split video file.
You have 4 panels but it is for the view within the skybox. Why don’t you build a sphere for the skybox ?
I guess this should visualize a test setup for a virtual production. Building a dome screen is way more expensive than build a box of LED panels.
@@limestone_xyz You didn't understand, the goal is not to justify each plan with a screen as you did. The principle of the portal is to show an image whatever its shape. You need to create this image, the number of physical screens does not matter. There is certainly a way to remove the physical border with a Skybox.
Neat, but I think the issue is the camera is a single 360deg point instead of a large box room which would occlude some of the objects in the world, thus you get that odd stretch/join effect near edges. Maybe a volumetric camera would fix it, if such a thing exists.
In this test, the nDisplay was rendered in a box shape, so there is a distortion. The 360degree rendering is also a good way. Thank you.
@@The8-tokyo can the box camera be enlarged or have its viewport offset so it simulates the size of the room? Would that make it look better at edges?
You can offset the viewpoint. The edge is determined by the nDisplay mesh.
Oh my god! Awesome
beautifull !!
Everything's cool. The corners make the entire thing kinda slightly dull. Is it possible to make the corners a little curvier to make it perfect?
It is possible by bending the nDisplay mesh.
yow dawg! I've put a safety box in the game, so you don't have to go outside of the game while gaming.
That's incredible gonna learn sure.
This is an awesome tutorial, very revealing. Thanks for sharing. I didn't see where you differentiated in the static mesh import node between which is simulation mesh and which is render mesh since you left both boxes checked. Doesnt this matter? Thanks again!
I missed including the part about checking only Sim or Render. Thank you!
glimpse of genius, i havent seen something similar done.
camera projection modes
blessed, i was working on the similar project, good to see a clear and to the point training.. Appreciate the time and effort. Stay blessed.
Thank you. I also had to learn about rendering with nDisplay for a similar project.
This is awesome! Thanks for showing the process so throughly as well.
That's cool! Is this some kind of test for a live Filming setup use-case with LED screens or something?
I'm confident that it can be used in many different ways, such as LED and projection mapping.
So this is with Level Set collisions? I still haven't tried out the kinematic collider.
In this test, I used Level Set Collision, but the simulation became heavy depending on the settings. I also tested Capsule Collision and found that it improved FPS.
where is this project available?
I don't intend to share this data, but if you're interested, please contact me at this email. contact@the8.tokyo
BROOOOOO THANK YOU SOO MUCHHH I CANT THANK YOU ENOUGH FOR THIS!!!😭😭
where did you made the trees they look so good
Whats up with programmers always making vehicle things way too bouncy 😂
There are always problems with custom mesh. I created everything from scratch on an empty stage. but it doesn't work as you show. The version I use is 5.3.2. If you update the lesson, I'm sure it will be very useful.
Looks very cool!
what trees?
I used Megascan trees.
can i ask how you reached that topology, i never thought this level of optimization was possible .
I mainly use ZBrush,C4D,Maya when I do retopology.
@@The8-tokyoso you manually did that , appreciate it man.
Can this be used on boobies?
Is it possible to utilize this into regular Blueprints? for example grabbing points from a mesh and using a regular Spawn Actor From Class in a regular Blueprint with the "Points from Mesh" ?
Im first!!!!
👍👍🐈🐾🐾