This reminds me so much of the guy who made a working camera in blender, I love the solution "build it as real life" and bam, you get realistic result, what a surprise :D
@ЭДЭ6 ай бұрын
isn`t it just putting a post effect just right before camera, making basically re-inventing bicycle?
@gottesman0076 ай бұрын
@@ЭДЭ Nope, because you simulate the bending of light rays as they do in real life, and that affects how the elements are perceived by the camera, not just the colors, but the different "layers" like background, midground and foreground, plus you get accurate light effects when hitting a lense. All of that are impossible to get on post (for a video at least)
@PaulTaylorWapsiSquare6 ай бұрын
Oh cool. I only saw this after I asked if this would be possible in Blender. Is this camera build something that can be purchased as an add-on or something?
@vilzio896 ай бұрын
That was so cool!
@RagBrokeHisThumb6 ай бұрын
Sirrrandalot I think
@olivetree99206 ай бұрын
I did the same in blender years ago. It really makes a difference even though it added tons of render time back then
@parkersedberry72336 ай бұрын
Wow I would love to see a tutorial for that
@eladbari5 ай бұрын
Many comment say there's a same tool for blender. Zero links or name mentions for such tool, though.... :\
@ferretart5 ай бұрын
@@eladbari damn if only we were on something almost like a search engine where you type into a search bar.. such a shame.. But because you can't do this yourself apparently "Make Your Renders Unnecessarily Complicated" & "Achieving True Photorealism With Lens Simulation" are the two videos I ASSUME people are referring to p.s copy and paste those titles into the magical search bar
@David-Ace-olotl5 ай бұрын
@@eladbariKZbin removes comments with links, but the name of the channel is "sirrandalot". Hope it helps!
@LuLeBe5 ай бұрын
@@eladbariit's just a KZbin video. They've seen it years ago and would have to search for it as well, just like you. It's not an addon because it's completely impractical. Fun experiment, yes, but the added render time is enough to learn all about lenses and then about post processing and then create a realistic result that way and still have time left.
@xpeng1216 ай бұрын
Render Time x1000
@cjjuszczak6 ай бұрын
"Hey look i made a system to get lense aberrations!" "but we already have that, that's what all the options and sliders, etc are for ??" "yes but i made "virtual lens" system that has the same effects, with more steps, and it renders slower too!" "this is beneficial to me HOW exactly ??"
@dzxtricks6 ай бұрын
Exactly, scale this up to render entire animation frames and we're looking at slightly blurrier result in... Several months instead of a day or so
@samot18085 ай бұрын
@@cjjuszczak such backwards thinking. This will probably be the norm in the near future.
@pieppy60585 ай бұрын
1000x render time is like 15 seconds. Per frame. That’s like, incredibly fast
@cjjuszczak5 ай бұрын
@@pieppy6058 "incredibly fast". ... so just to get a standard 24fps video, it takes 360 seconds, that's 6 MINUTES, per second of 24fps video. 360 minutes (6 hours) to render 1 minute lol. a 10 minute video would take 60 hours, that's two and a half days ... "incredibly fast" 🤣🤣🤣
@RichardServello6 ай бұрын
Can you output some denoised images tho, it's really hard to tell being so noisy.
Thinking Selling my collection of Anamorphic adapters and lenses I collected over the last 15 years. Any interest in them still?
@jacktoth44756 ай бұрын
Theres already Jackimorphics for blender they do exactly this
@fretstain5 ай бұрын
@@enilenis that does nothing for the accurate depth of field, no?
@norlingames5 ай бұрын
I know a guy who make the anamorphic bokeh in Unreal, just saying
@anatolydyatlov9634 ай бұрын
00:13 at this moment I paused the video and asked myself if I really want to keep watching. Sometimes, ignorance is bliss
@JoshuaMKerr4 ай бұрын
Maybe it's just not that important to you
@brettharrison47402 ай бұрын
Ignorance may be bliss, but that's a luxury the artist can't afford.
@anatolydyatlov9632 ай бұрын
@@brettharrison4740 Wise words
@LuccDev6 ай бұрын
I like how artificial imperfections seems more "natural" to us when consuming entertainment. Just like 60 FPS movies aren't a thing because we are too used to the lower FPS formats, and the higher FPS ones feel like a bad TV show. There are a ton of examples like this, like lenses flares added to game/movies artificially, even if it's something that appears on a camera and doesn't happen on an eye. So bascially "realism" is just recreating something that we are used to, not really getting close to the ground truth when it comes to light.
@johnathanskinner92636 ай бұрын
Lens flares are a real part of every day life for anyone who wears glasses 🤓
@kokojack6 ай бұрын
I hate camera effects in games and I love my videos with high FPS/interpolated frames lol. It looks more real to me
@youtubehandlesux3 ай бұрын
Once you watch movies with 120Hz interpolation you can never go back.
@andan2293Ай бұрын
Yeah, that's why filmmakers like old lenses. The modern lenses are too sharp, too perfect, it often feels sterile and boring.
@ktxedАй бұрын
anything above.. say... 25 fps, cannot seriously be considered cinema
@rizzo-films6 ай бұрын
As a filmmaker / cinematographer, this is BRILLIANT. Such a smart, creative solution. If we're making virtual worlds, why not use a virtual camera with a truly virtual lens? Love it.
@86Corvus4 ай бұрын
Because we have eyes, not cameras
@Taiwanhiphop4 ай бұрын
@@86Corvus And what do our eyes have to help us see the world outside? dan-da-dahhh ...Lenses ! Cameras are simply mechanical adaptations of what nature created for us.
@AnzelLmao2 ай бұрын
@@Taiwanhiphopexactly!! We watch media not in person, but in a screen! From an image that’s been graded, edited, manipulated, etc. videographers and cinematographers are adding artificial imperfections on top of their footage all the time!
@FoxInSocks2315 күн бұрын
Bro started selling virtual lenses
@JoshuaMKerr15 күн бұрын
@@FoxInSocks23 Yes he did
@FoxInSocks2315 күн бұрын
@JoshuaMKerr nice
@SquintyGears15 күн бұрын
The metaverse is becoming real 😂
@jeffbellune2 ай бұрын
It's funny how the camera manufacturers spend loads of money on minimizing artifacts that prevent the captured image from looking like what our eyes naturally see, yet we race to saddle our "perfect" virtual cameras with those same artifacts. If we'd had the technology in the early 20th century to perfectly re-create in a camera system what our eyes actually see, we wouldn't be having this discussion. We're trying to re-create imperfections and technological limitations that we've been forced to endure for decades instead of fine-tuning the virtual lens to more closely match the human lens. Other than shot-matching CGI to in-camera footage, or creating abstract art, why would we do that?
@thenonexistinghero11 күн бұрын
Yeah, I'm of the same opinion. Honestly wish they pursued actually looking like real life more. I don't care about all those garbage fancy effects. If I take a picture I want to take a picture that's as close as can be to what I'm seeing with my own 2 eyes.
@EVPointMaster4 ай бұрын
I'm not sure if adding more camera imperfections can be called "more realistic". It looks more cinematic, not realistic.
@JoshuaMKerr4 ай бұрын
Bearing in mind this is a channel about filmmaking and virtual production, I think realistic is exactly right. Images captured by completely perfect imaging systems dont exist outside of games and vfx software. So, to bring a sense of realism, the images need dirtying up.
@Void_rift_disconnect5 ай бұрын
Not going to lie, this is absolutely genius!!! I'd love to know more about how you came up with the idea and the science behind all of this. You should basically make a doc about how you made this, without revealing your trade secrets of course. I got the 85 and am playing with it now. Will definitely be buying the set! I just want to encourage you to keep making videos and keep making these lenses. ANAMORPHIC WOULD BE A DREAM!! Also please keep blessing the community with brilliant ideas like this!!
@HJ-gg6ju6 ай бұрын
I don't understand? Why use a realtime rendering system just to make it no longer real time? Why not use a traditional renderer and get better results? This makes no sense
@codybythrow6 ай бұрын
Content
@sephreed19386 ай бұрын
He had an idea and pursued it.
@pyit.8766 ай бұрын
Well you pretty much can't do stuffs like spherical bokas in post processing
@ethanwasme43075 ай бұрын
you do realise unreal engine is an offline render engine as well right... and good luck moving around a 3d scene in blender at 200fps 😂😂
@r.pizzamonkey73794 ай бұрын
@@pyit.876 but then why not use something like Blender or Cinema4D? Why use Unreal, which the whole point is that it's real-time, to do fancy film effects which take multiple minutes per frame?
@youtubevanced49004 ай бұрын
I’ll be honest, it looks like you just turned on a tonne of image blur.
@jakecarvey6 ай бұрын
Love - we've done this in the past in Lightwave, Blender Cycles, etc. So cool that Unreal can do it as well - and love the range of effects you're getting. Cant wait to have a look!
@YonatanAvhar3 ай бұрын
This reminds me of the "Make your renders unnecessarily complicated" video by sirrandalot, absolutely awesome work
@dubtube66916 ай бұрын
How much does it affect render times?
@jeffsaffron56475 ай бұрын
You don't want to know.
@koktszfung5 ай бұрын
You can see there are a lot more noise that takes much longer to go away when using the lens, but I am sure denoising will be strong enough to remove them in the future
@_DAN11L_5 ай бұрын
you need three 4090 gpus to ask this question
@JoshuaMKerr5 ай бұрын
I can render these on a 3080 at 3mins per frame. Others in the comments get very fast results with a 4090.
@jeremyleonbarlow4 ай бұрын
@@JoshuaMKerr so 3 days of render time for 1 minute of footage. That would somewhat dissipate the main advantage of rendering in Unreal which is faster render times.
@8O0Aa.1q3S0.6 ай бұрын
That's all great, but it just doesn't make sense. Using stouch glass won't help to calculate a scene in real-time in Unreal Engine, and since UE is only used for backdrops in movies, it doesn't really make sense either. In Blender, 3DS Max, Cinema 4D, Houdini, and others, there's a function to adjust the lens, as if the image passes through glass. It's not a post-effect; it's simply the lens emulation, and it works without an add-on. Another issue is whether you want to simulate a specific lens or glass with unique characteristics, but in that case, you can't be sure that your material settings in a 3D program will correspond to the physical properties of the real object 100%. So, again, the idea doesn't lead anywhere. What would really be useful and worth doing would be to create LUTs for old films, which could, if possible, not just reduce colors to the final result but also emulate chemical reactions in film, producing the "real color".
@darrennew82116 ай бұрын
What always amuses me is how hard we strive to make the thing you're looking at look like it's shot through a lens even when it isn't. Like, games where when you're in the rain the drops are running down your eyeballs, or you get lens flairs, even when the character isn't wearing glasses.
@thomasriess92085 ай бұрын
@@darrennew8211 I hate all such photorealistic effects in games. They are just immersion breaking
@gavinhalm30165 ай бұрын
Agreed: In all seriousness, the amount of science that goes into making high end glass for cine is far beyond looking up a couple "simple" lens configs on the web or in a book for this or that focal length, creating a glass like virtual material (which is an entire OTHER ball of scientific wax), and slapping them in front of the virtual cam...Optical Engineers most of us are not...I'll take my chances using VFX programs and compositing things together for filmic pieces; and, anyway, gaming doesn't "need" such photorealistic effects, which would likely take away from the feeling of "presence" that is unique to that medium.
@thenonexistinghero11 күн бұрын
It's just a clickbait title for an interesting experiment. But it still looks fake and it doesn't solve the issue the creator claims it solves. And it only really makes it look closer to real photography, it doesn't work for moving images and especially not for videogames. The one important thing he's forgetting is that real life doesn't need any kind of filter to look like real life. Real life without filters looks perfectly realistic. You can use filters like lenses, photos, etc to highlight stuff or do it slightly different and it'll still look realistic. Not the case here where the input simply does not look realistic. All he's doing is removing details. It's kinda like that far cry looks like real life image. With a small low-resolution image it's hard to tell the difference. Of course when you're playing the game in full-screen you see perfectly well that it does not look anywhere close to real life.
@smepable6 ай бұрын
This is AWESOME! I will defintiely buy those, thanks for making one free to test. Anamorphic definitely wanted as well. What is your Graphics card and does it slow down your render time?
@bluebukkitdev8069Ай бұрын
Very neat effect, and a beautiful result. A little bummed that the image was as blurry as it was though in your presentation. Even real lenses can still properly focus on the subject.
@timbabb25086 ай бұрын
Looks cool, but it's going to be hell for sampling! You'll get a much grainier image, or spend much more time rendering. The best place to do this stuff is in a projection shader (or whatever name unreal uses for that step), so the bokeh and lens roughness can be importance sampled. Also if the engine treats camera rays as special (many do), it would preserve that classification.
@JoshuaMKerr6 ай бұрын
Thats probably true. Im more interested in the possibilities across the next two version of unreal. adaptive sampling in 5.4 and an excellent new denoiser in 5.5 is coming.
@tuenguyen55536 ай бұрын
this is gonna be the next step of virtual film making, good work Joshua !
@JoshuaMKerr6 ай бұрын
Thanks so much man, It's been a long road i'm actually shaking with nerves putting this video out.
@86Corvus4 ай бұрын
A leap backwards
@FrankJonen6 ай бұрын
That is so cool. When I did that in Modo about 10 years ago it took forever to render and I didn't even have the lens dirt and grit. It wasn't manageable for anything but still shots.
@LFPAnimations6 ай бұрын
Hate to break this to you, but all these effects can be achieved a lot more efficiently in compositing. What would be really cool would be to figure out how to achieve them with a post process material that runs in realtime.
@TomLee-lv8ql6 ай бұрын
Can you change bokeh shape in post? If you pull this out your work will change the industry 😂
@AnthonyDeCroce6 ай бұрын
@@TomLee-lv8ql you can change the bokeh in engine. With a PPM
@TomLee-lv8ql6 ай бұрын
@@AnthonyDeCrocethank you but this was not my question. Can you change the bokeh in post.
@AnthonyDeCroce6 ай бұрын
@@TomLee-lv8ql true.
@TomLee-lv8ql6 ай бұрын
@@AnthonyDeCroce 🤗
@test-rj2vl5 ай бұрын
Camera men in UE: wish that camera was not perfect. Meanwhile me in real life: Wish that my camera was perfect.
@zlobzor4 ай бұрын
Lens Manufacturers - Spend decades of development, & vast sums of money to create lenses with as little distortion as possible. CG artists - Your goals look fake. I'mma go back & recreate early versions of your work, & make the rendering process even more inefficient & noisy. :p I've had a think about doing this. Well done on actually making it work. It does look good! 2D comping kinda produces the "poor quality" images we are used to seeing, but not as well as playing with actual lenses. Real lenses are as close to perfectly smooth curves as it's possible to get. CGI models are reated using planes, which produces errors. Sure, subdividing helps, but doesn't remove the error, & adds computational difficulty. Nurbs/curves model? I assume they are fine, as there's no distortion of the model needed. I don't know if it's a practical solution for most productions, but it does look great!~ Post processing has one major advantage though. If you don't like the distortion, it doesn't take long to make & process changes. If you have to re-render the scene because you dind't like a lans choice made before hand... Yikes! Obviously, film makers all know the stuff I'm spouting already. ;)
@SDRIFTERAbdlmounaim3 ай бұрын
Got an Unreal Engine advertisment before this video talking about how *Real it looks* 😂
@JoshuaMKerr3 ай бұрын
Love this comment
@zakirali87214 ай бұрын
for the people who love photography and who do VFX compositing... unreal images are usually not perfect for them.. or to say are too perfect to be real. so this is brilliant work you've done, BRAVO! 💘
@VeveYT5 ай бұрын
Do you have more rendered examples? Like a car, nature, etc? Thank you!
@BeckOfficial5 ай бұрын
I work as a videographer, and this was the fist thing that I wanted when I started using blender. It annoyed me so much that the lens wasn't simulated by default. Still hasn't found a solution for blender, but I wouldn't be surprised if there is a plugin somewhere I just havn't found. But this makes me want to start on UE again. I've tried UE several times but never really got the hang of it. Probably because I got used to blender and just defaulted back to that.
@carlburdick2325 ай бұрын
This is a hilarious solution.
@monoculosofficial99345 ай бұрын
In game development you'd usually achieve this using shaders. Either by adjusting/rewriting the standard surface shaders or adding different shaders for certain objects. The standard surface shader in unreal does have a cartoon look to it.
@JoshuaMKerr5 ай бұрын
Thats fair. This is a filmmaking and virtual production channel though. I use Unreal as a renderer quite a lot.
@RwanLink6 ай бұрын
I tried it but sadly it doesn't work with the HDRI Backdrop in pathtracing.
@Sajith0506835 ай бұрын
Probably cos any backdrop doesn't have actual depth?
@JoshuaMKerr4 ай бұрын
It should work. let me test
@godsofentropy6 ай бұрын
Impressive work, although this product is not for me. I prefer to have the msot control until the end of production, so I do not want to bake these imperfections in engine. I also think that these shots are way too soft - I use vintage glass daily in my film work and I usually shoot with 50+ years old lenses and they still have less halation / blur and are much sharper than your examples, so I hope it is possible to regain some sharpness even with these virtual lenses. What makes lenses truly unique is not only imperfection part but color rendition and contrast. Some lenses are better than others in this field. Nonetheless - good work, hope you will continue to develop this. :)
@dustypixelsUE56 ай бұрын
This is beautiful and so creative! Nicely done Joshua, I look forward to getting stuck into these. Ill be sure to recommend this moving forward!
@JoshuaMKerr6 ай бұрын
Hey man! That's awesome. How are you these days?
@dustypixelsUE56 ай бұрын
@@JoshuaMKerr Keeping well Joshua thank you for asking. Been loving your virtual production stuff lately.
@sirrandalotАй бұрын
Great effect, nice work! Really interesting to see how the "feel" of the resulting image is similar to the result I got with my virtual camera in blender, no doubt because the lenses you defined were similar to the triplet design I used. I'm surprised with how fast it seemed to render. How long did it take (and how many samples) to get a reasonable looking result?
@JosephWraith6 ай бұрын
Excellent work, I thought about that myself every time I try and render a cinematic out of unreal. Glad you found the answer!! Definitely going to purchase this.
@JoshuaMKerr5 ай бұрын
Awesome, thank you!
@joker3451724 ай бұрын
Amazing video 🎉❤ My master's in computer science was on cameras in computer graphics and the main drawbacks that current systems in modern game engines have, which mostly boil down to an over reliance on post-processing effects to make up for inadequate lighting systems and overly abstract cameras. Your video is a huge step in the right direction in bringing awareness to how game engine cameras need an overhaul if we want better-looking scenes. Great job 👍👍👍
@hideodaikoku6 ай бұрын
i wonder how far you could control for this with just a post-process material and render targets. like others have said, it looks like this will affect render times by a lot and create a much grainier image
@derAtze5 ай бұрын
You can't really fake bokeh in post processing
@jonnyreverb5 ай бұрын
You should market this for the specific camera/lens. If you had this set up for a Canon Rebel with a Canon EF 100-400mm f/4.5-5.6L IS USM lens and a kit of calibration tests like an led point source system, black, white, and gray cards, color correction cards, and matching virtual objects, I would buy that.
@postprocessed6 ай бұрын
Joshua, I admire your approach and result looks phenomenal. I have few questions as "conservative CGI artist" who used to DaVinci and Fusion and all that "2d" filter stuff. Why not Post Processing Material? It might be less performance hungry and can do the same effects. Yes it is much harder to make proper and need to know blueprinting or sometimes even C++. How much samples would you need for this to render without fireflies? So it all boils down to: how much performance is affected with this approach? Keep doing great stuff man!
@richardmason35 ай бұрын
The way he smiled when he revealed the models of the lenses ... tells me he just wanted to do it that way.
@activemotionpictures5 ай бұрын
I'm also on the same question square with Postprocessed: Why not Post processing Material?
@JoshuaMKerr5 ай бұрын
The point of the lenses is to simulate their effects with physical accuracy.
@cshainer15 ай бұрын
@@JoshuaMKerr, I wish you had compared it to an image that included the post-processing that can be added within UE5. You can approximate much of what you are doing with pretty minimal overhead. Of course, the through-the-lens shot will look more real than the unfiltered 'perfect' Cinema camera. That's why the other stuff exists.
@mccvargues77924 ай бұрын
@@JoshuaMKerr You should really look into a way to do this inside the pathtracer itself instead of a 3D mesh. 3D meshes aren't perfect, and to make them perfectly round, you need a lot of triangles, which is very expensive.
@gibgibGG6 ай бұрын
Love what you've done here Josh! But I have a question. It may be just me, but I think the focus should still be able to become tack sharp, like real cinema lenses, but that's not what I'm seeing. Also, in your examples did you show the frames with Path Tracing in mid-render? Or is that the final rendered frame (for example the frame at 5:49). If it is mid-render it would be nice to see the final render. If it is the final render it's super noisy. Maybe I'm just not understanding the examples? Thanks, Gary 🙃
@JoshuaMKerr6 ай бұрын
Hi man, they're, all mid-render. I show final rendered images on the site with before and after examples. The lenses can absolutely become sharp, but my focus (pun intended) of this project was to try and get the aberrations first and foremost and a lot of that is driven by materials on the lenses and the aperture planes.
@gibgibGG6 ай бұрын
@@JoshuaMKerr Got it, that's what I thought, thanks. My brain just needs the before and after 🙃
@liamarter82326 ай бұрын
This is awesome. Was curious if you were gonna make any anamorphics right before you said it. Super excited to try these out.
@nickhargreaves193523 сағат бұрын
Excellent job. Amazing to see how proud you are of your creation.
@artemmentiy71075 ай бұрын
You really should have mentioned the guy who made a working camera in blender. AND he gives away his camera for free!
@JoshuaMKerr5 ай бұрын
There are about three people (that I know of) who are doing awesome things like this but their work wasn't part of my process of learning and building this, and I'm creating for different software.
@StanleyKubick15 ай бұрын
@@JoshuaMKerr you still got the idea from
@JoshuaMKerr5 ай бұрын
Actually, that's not the case.
@sunrisemonk5 ай бұрын
If man wants to charge for his work and time spent then let him do it. You scrubs want everything for free these days. Make your own.
@WimPrest5 ай бұрын
Good for him. Maybe this guy's not in a position to give this away for free. Either way, it was a ton of work, and looks like it has real value. If you don't want to buy it, that's fine. But don't complain that it's not free. Go make your own
@DigitalCasm5 ай бұрын
I love this. It may not be efficient for workflow, but it takes the finickyness and mysticism out of how to get from point a to point b When you're searching for a look and you don't know how to get there, and you don't have real life vintage camera's and lenses to use for reference. You also get an incredible result in a way that moves several layers of abstraction. This is such a great tool, even if it's just used for learning, or a keyframe diagnostic/reference when you send renders down the pipeline.
@MichaelTavel4 ай бұрын
Photographers spend tens of thousands of dollars getting great lenses that minimize these effects. This guy simulates the optics of a crappy disposable kit lens stored in a dust bin and is thrilled.
@JoshuaMKerr4 ай бұрын
You have to start somewhere.
@okharev81143 ай бұрын
Because it s fun
@CheeseMeat_3 ай бұрын
He is a 3d modeler not a photographer
@daniel_k_28523 ай бұрын
Photographers are not Videographers. Never wondered why there are so many cine lenses and seperated PHOTO lenses?
@anssiaatos2 ай бұрын
Once lens technology reached its peak and we had nearly eliminated all perceived flaws, it allowed us the freedom to use various lens characteristics as deliberate artistic choices. But because of the general attitude, it's more common to see such choices in filmmaking and in movie industry. Great work!
@coder0xff6 ай бұрын
How does the lense array affect rendering time? Convergence? Edit: You confirmed in another thread that it is slow. I wonder though, can paths through a lense array be precomputed? Instead of casting rays from the camera, precompute how those rays interact with the lens, and then just cast the ray from there. Easier said than done of course, as modern ray tracing is way way way more sophisticated than just shooting a ray. If that stuff is interesting to you, you should read the Metropolis light transport paper.
@tabletoparcade42035 ай бұрын
Why do people want lens glare? Surely the end goal is to make everything look as it would with your naked eyes, right?
@PlasticButtons5 ай бұрын
Unless you want to make something look like it was filmed with a camera
@musguelha145 ай бұрын
We don't shoot movies with our eyes.
@R2Bl3nd5 ай бұрын
It's what we're used to seeing in photos and films, and also, this effect actually does happen with our vision. It's called glare.
@Isotopique5 ай бұрын
Chromatic aberration and lens dirt effects are the first things I always remove in games settings. My eyes don't have those things. But it is surely possible to recreate eye lens effects no? Some fatigue, dryness, floating dirt in the eyes or on the surface, astigmatism..! Now that would be real 😉 Still amazing virtual camera lens you have there to transform light paths! Crazy tools for ultimate cinematics!
@mapron15 ай бұрын
Yeah, I really don't like all those glare/blur/motion blur/distortion effects by default turned in every game. It's wild
@sergeirukosuev54335 ай бұрын
Amazing idea! So, we can literally simulate visual stuff… can we, for example, build a telescope and check if it will work?
@JoshuaMKerr5 ай бұрын
I don't see why not, all you need is to model the optical elements, it should simulate accurately.
@paulfedor98286 ай бұрын
Also in VFX we delens plates in Nuke.....often in CG we dont render with lens distortion and apply the lens distortion in Nuke. Also in VFX we do NOT use Bloom. You might want to try manual focus in your camera settings. Your Bloom looks horrific...and comp sup in VFX would slay you. Your example of Bloom looks like someone licked the lens LOL. You might want to rent an Arri, Sony or Red camera.
@justaguyfromeurope3 ай бұрын
Should've stopped at ARRI, in the context of filmic looks. Sony & RED are well known for their "too digital" looks. Hell, even an ARRI can be made to look like digital trash, just look at how Marvel used them... And the bloom does not look lens-licked, unless you do enjoy the Marvel look. It very much looks akin to what a lot of vintage lenses would output on film. But pedantry and the fear of finding new ways to do things and iterating upon them, vs the status quo, are art in themselves, I guess.
@paulfedor98283 ай бұрын
@@justaguyfromeurope I have no problems with new techniques. I love and use Unreal proffesionally in VFX.....im just dont agree with his look and methodology ...hes not getting the most out of UE. You dont have to fudge a camera..you can get all camera and mathematical lens specs on Cinematographers guild. And yes I have worked with Red, Sony, Arri from some of the world's top cinematographers. But if you would be happy to list your IMDB credits Id be happy to take your thoughts on Movie cinematography seriously.
@paulfedor98283 ай бұрын
@@justaguyfromeurope also with fudging lens....means he wont get plate line up.....cameras have to match what was shot on set....adding cheap 2D effects doesnt make in camera DOF....Also all VFX CG needs to be undistorted for comp. I would also recommend using a proffesional compositing program like Nuke
@justinjacotdeboinod54642 ай бұрын
This looks amazing. Is there any chance of a realtime implementation?
@JoshuaMKerr2 ай бұрын
I'm afraid pathtracer is the only way
@jlyn82286 ай бұрын
Had a headache trying to make my own lenses in blender, CAN I GIVE YOU A KISS! EDIT AND IT'S ONLY 15 GOOFY DOLLARS, ok you can get a hug for that one. Edit 2: Where is the cart? It's pissing me off because I'm so excited.
@oliverpavicevic53875 ай бұрын
From my own experience, if we speak about realism in animation, a main problem for Unreal and any other realtime rendering (and even for most software renderers) is a lack of good antialiasing and motion blur. Blooming can be simulated mostly in screen space. Lense flares also, with some tricks like rendering a second pass with a larger FOV. What cant be done efficiently is good antialiasing and motion blur. This type of physical lenses can be simulated accurately without a need of using raytrace. It's enough to use multistep rendering.
@ethanwasme43075 ай бұрын
no you can't get this with traditional screen space effects, this is physically accurate LOL
@sikliztailbunch6 ай бұрын
Octane Render has all the things you have reated just built in from custom aperture shape, bokeh bias, all sorts of lens distortions, exponential glow, spectral dispersion glare, chromatic abberation, ACES tonemapping etc. I have never tested Octane in UE but since it´s free, it´s likely having less features, But if those feature are existent in Unreal, you will find them at octane camera settings and octane render post settings. Render settings is global. Camera setting override global individually But anyway, creating all of this from scratch is crazy awesome. Kudos!
@Jetiko276 ай бұрын
The things you listed are also in the Unreal cine camera. They're probably just tweaked wrong by default.
@JoshuaMKerr6 ай бұрын
@StainlessPot The effects I'm making are physically based, thats the point of them. Not to say people can't use postprocess filters.
@rizzo-films6 ай бұрын
What he's doing is a little on the nerdy cinematographer side, so i can see how some would say its not needed considering UE already has camera effects. What's cool about it is that it opens the door for a similar process that cinematographers use which is choosing vintage, flawed or just hyper-specfic glass to achieve a certain look. And it's not just increased chromatic aberration or a certain boke shape, it's usually a mix of things that create a "secret sauce", a complex mix of variables (not just specs) that shape a unique look. What you get, and what cinematographers tend to look for, are those unexpected effects that are natural artifacts of the lens. Someone can engineer these types of lenses for other users to download. Like a Helios 44-2 Russian lens or Ultra Panavision 70 anamorphic from the 1970's.
@ericveschi49046 ай бұрын
The issue in this process you must be sure to do the correct setup. The normal process and who will give you the possibility to change a lot of stuff in your image is the post-processing process. So virtual lens is a very interesting intellectual process. But I'm not sure if it's the best way to produce animation. But I can be wrong ^^
@povertymidas6 ай бұрын
This is lovely work and a clever solution!
@Rivenworld5 ай бұрын
Great video, when Cyan created their masterpiece 'Riven' they used real-world textures to map onto their geometry, they are currently remaking this in Unreal and the textures don't look anywhere as realistic as the original. Great advice here, love it.
@bricaaron39786 ай бұрын
All of these things you describe as being (potentially) great are fine, as long as you are making Interactive Movies/Stories. They are in fact garbage if you are trying to make Video Games or Simulations, in which the player/user is _not_ looking through a camera, but only out of his own eyeballs.
@Sajith0506835 ай бұрын
not everyone's vision is crystal clear 20/20. We have floaters, focus issues, near sightedness, far sightedness, uneven strength in each eyeball, so next would be to model a pair of eyeballs to look through
@bricaaron39785 ай бұрын
@@Sajith050683 With respect, I honestly can't tell whether or not you're serious.
@JoshuaMKerr5 ай бұрын
Actually, it's quite a good idea for a horror game where the main character has poor sight. Damn I need to get into game dev now haha
@ChimpFlipperJr5 ай бұрын
Actually, a lot of new games that people think look very realistic are achieving that effect in part by employing visual artifacts associated with cameras and imperfect lenses. Look at a game like Unrecord for example.
@bricaaron39785 ай бұрын
@@JoshuaMKerr My apologies... I didn't realize that you weren't speaking with respect to video game development. P.S. I had been watching videos on video game development and commented too hastily.
@daviddayag5 ай бұрын
Amazing! The next step is to make CMOS or CCD noise, and maybe even amp glow
@JoshuaMKerr5 ай бұрын
damn...so much work to do
@chelo1116 ай бұрын
bro show us a clip were you use the lenses in a video please, your selling something but you are not showing us a final result 🤕
@y0blue6 ай бұрын
Did you even watch the video LMAO
@chelo1116 ай бұрын
@@y0blue yes I did those samples were in the editor not a real render sample
@y0blue6 ай бұрын
@@chelo111 whether it is in editor or rendered is irrelevant - it's cinematic preview, if anything it's just a lower quality preview of the final render.
@y0blue6 ай бұрын
@@chelo111 also wtf do you think 2:20 is
@chelo1116 ай бұрын
@@y0blue thank you bro, i like that, i just wanna see in a real render, i wanna see the asset in action if you know what i mean....that's all. josh a real one we all know that
@russellebenton5 ай бұрын
Randomly ran into this and know it's far beyond my knowledge. And I hope my amazement at what you as a single persin has done here is warranted. Amazing.
@SynergyCreatives6 ай бұрын
It is called unreal for a reason😂
@JoshuaMKerr6 ай бұрын
Haha, I originally wanted to call the video Unreal...istic
@TedSondervan3 ай бұрын
I love how you had an idea, tried to solve it and it works. maybe even better than you expected. you can see it from start to end on your face. Love it! Great job.
@heavycrown0056 ай бұрын
phD in unreal engine for sure
@JoshuaMKerr6 ай бұрын
too kind ;)
@Noone-of-your-BusinessАй бұрын
Why are you using previews for your demo? It would be much more interesting to see the final render.
@JoshuaMKerrАй бұрын
If you want to see a really good render, there's some at the end of this video. kzbin.info/www/bejne/oobKhqdrftiAkLcsi=7KzaB27LHKcMr4Fy
@azca.6 ай бұрын
I'm already 20 seconds in and I'm already asking: "how much is this gonna cost me".
@salarycat5 ай бұрын
Fun stuff, but having to use a path tracer kinda beats the point of using a real-time engine. Why not do it in blender with much better 3d tools at your disposal?
@Neptoid6 ай бұрын
Is this stolen content from “I made a real camera inside of Blender [or Unreal engine]”?
@user-mn8lz7gf6d5 ай бұрын
definitely not stolen content
@JoshuaMKerr5 ай бұрын
@user-mn8lz7gf6d Definitely not
@The3Dsmash6 ай бұрын
The extra bloom look reminds me of an old Black Pro-Mist filter on vintage glass. This is very impressive, Joshua! My main question is how this would or would not work with the Octane renderer in Unreal. You, more than anyone has championed and pioneered Octane with Unreal, and I really hope your new lenses can work with it. Or does Octane have enough customization in the attributes to replicate the amazing camera lens look your virtual lenses achieve? Would love to hear your thoughts!
@JoshuaMKerr6 ай бұрын
Octane will work but I need to make new materials, it looks garbage by default in octane. The dispersion is especially heavy.
@The3Dsmash6 ай бұрын
@@JoshuaMKerr I hope that's on your roadmap for these virtual lenses - having these work with Octane would be incredible. Watched the video again. The look these lens are producing is great!
@Derzull24683 ай бұрын
Honestly, the renders without the lens are way better to me.
@JoshuaMKerr3 ай бұрын
It's always going to be down to your personal choice.
@offyourocker2 ай бұрын
this is really cool. i dunno why it seems like so few people notice, but i can usually spot 3d animation or imaging at a glance because for some reason it looks "shiny" if you know what i mean. not quite plastic-y, nor glowing, but maybe comparable to having the object covered in a very thin sheet of oil or water?
@paulfedor98286 ай бұрын
As a VFx artist we use cameras that the production shot with. You can get camera data out of Nuke.... There are also cameras you can get cinematographers guild with exact camera specs with lens packages from the academy... No offense your home made cameras are trash.
@LionUnchained3 ай бұрын
This is really cool, I work on games and nothing in realism so I wasn't aware of this issue nor have I gotten into anything that would require the solution, but the idea of creating real world objects to better simulate reality in the simulation is very cool. Props to you on coming up with this, and I get some vicarious joy out of how stoked you are about your discovery and solution here.
@marcopozzi5226 ай бұрын
You saw a video of a random guy on KZbin that explained how to create lens, and you thought: "why not?"
@Phonognomiks6 ай бұрын
😂👍🏻
@ethanwasme43075 ай бұрын
the cycle continues
@AttackOnTatos5 ай бұрын
The only problem is real life lenses are getting a lot more data input than those virtual ones, so you're left with DVD quality output. Original Bluray at best?
@JoshuaMKerr5 ай бұрын
They're getting as much data as you put into your Unreal scene.
@AttackOnTatos5 ай бұрын
@@JoshuaMKerr ya I'm just saying the eye sees 32,000 x 18,000 pixels and combines them, so to achieve realism you'd need to get a lot closer to that. your lens is in front of a camera that's processing at 4K? try a cam resolution of 64,000 x 36,000 pixels. also the dirt resolution would need to be scaled with the screen resolution. then we're good. because right now the lens gives it a lower res effect, so we need to start really really high.
@omerfurtun41155 ай бұрын
There is a Camera Lens Calibration pipeline in latest version of Unreal Engine. (Enable the Camera Calibration plugin) You can use a Lens Distortion Component on your Cine Camera actor. They also added Anamorphic lens solver to this pipeline. You can use a Lens File asset or use a lens distortion handler object in Blueprints and drive its distortion state from there without the LF asset. You can also create post process materials to simulate everything you've done on your modeled lenses like the smudges, dust etc. I think your approach is very cool and is good content to watch, but it will take ages to render things. Doesn't seem very practical, at that point, why not use other offline renderers.
@JoshuaMKerr5 ай бұрын
Thanks for the comment. I use traditional tools all of the time in virtual production, I'm very familiar with st distortion maps, postprocess effects and post production pipelines. But the point of this is to simulate with physical accuraccy, which you aren't doing using postprocess. For instance, it requires path tracing for the computer to correctly render dirty bokey due to lens dirt. Adding lens dirt in postprocess just adds a texture to the front of the image and makes no compensation for the focal length, aperture and focal distance. I agree that this is not always going to be practical but it is a tool to use noetheless. It's already being used by filmmakers and concept artists right now, which is wild! I believe proper lens simulation will only become more viable over time. I just want to be ahead of that curve.
@vladislavdonchev12715 ай бұрын
Nice! Now, would you consider making a stereoscopic lens shaped exactly like the human eye, so we can take VR to the next level as well?
@JoshuaMKerr5 ай бұрын
Haha, give it some eyelashes
@stevenbaker1535 ай бұрын
Anamorphics? Yes please. That would be amazing. Also, are you planning on doing 105mm and 200mm lenses?
@JoshuaMKerr5 ай бұрын
Ill put it on the list.
@notthetruedm5 ай бұрын
This is INCREDIBLE!!! I really love seening the push in technology to go beyond the old limits of 3d work. Going from trying desperately to get a human looking shape on screen to being able to virtually replicate how a modern camera lens affects small details which drastically change the image.
@ryancooper36294 ай бұрын
This is insanely cool, I clicked on this out of curiosity even though I have never even touched unreal engine but as a vintage lens nerd who obsesses over these sort of characteristics in real glass I am just so impressed by how cool this is! Unreal should buy licenses for these from you and make it part of the application.
@JoshuaMKerr3 ай бұрын
Haha that would he nice. But there's even cooler things coming.
@diegofloor5 ай бұрын
It's really cool stuff! But I would be interested to see these results compared to post processing techniques. I imagine the rendering times are much higher with your cameras, so it has to be worth the extra time, compared to post processing.
@DavidBoura5 ай бұрын
Making "ies" spotlights like in real life, before the option exists in your renderer was a fun and epic game in the past. Well done man!
@JoshuaMKerr5 ай бұрын
Thank you, I never thought of that as an equivalent.
@DavidBoura5 ай бұрын
@@JoshuaMKerr Basically, reproducing light behavior under certain beloved conditions with modeling or shaders etc tricks 😉
@tiedtkeio5 ай бұрын
Joshua, this is so cool! As you may or may not know I made a video a while back about real life anamorphic lenses in Unreal Engine 5, but this is just taking that to next level creativity - I love it. Also as mentioned, it reminds me of the camera video from Blender haha. Shame it's not for Lumen which is what I use 99% of the time. 🤔
@JoshuaMKerr5 ай бұрын
Hi, I don't think i've seen that video, could you pop me a link here. Would love a look.
@tiedtkeio5 ай бұрын
@@JoshuaMKerr Sure, it's this one: kzbin.info/www/bejne/aZ-QnXWYlKl2opYsi=SEc9C9OQTYQUwCz5 😄
@ThePavilionWeb5 ай бұрын
Very interesting, well done, I have no idea what an anomorphic lens is but sounds like fun.
@HumbleHermanАй бұрын
I too am interested in ANAMORPHICS and ZOOM ... can your lens blueprints be applied on top of the anamorphics in ue5 (I'm sure not, but I had to ask) ,,, maybe in Jetset Pro?
@bottledwaterprod6 ай бұрын
Yes to anamorphic! I'm saving up for some Blazar Remus glass atm, and when I get there I'm gonna want a way to match that look in the sfx process.
@Zach_Films6 ай бұрын
Really nice work but you have to give some credit to the sirandalot video. That thing is a stone cold classic and a clear inspiration!
@TurtleModeFPV5 ай бұрын
So I'm not a photographer or game dev, but when you talk about adding aberration to the lenses, my curiosity question is: Do our eyes produce these types same types of aberrations when we see? (If my eyes see more clearly than a camera wouldn't that be the most natural to life experience in say a 1st person view game vs. trying to emulated a cameras perspective of the world?)
@JoshuaMKerr5 ай бұрын
For games that aren't emulating a cinematic style, absolutely. Meanwhile, im using gamedev software to create film vfx. So, my concern is to bring forward the photographic effects
@TurtleModeFPV5 ай бұрын
@@JoshuaMKerr Interesting... Thanks for the reply... Great vid btw... 👍
@alkevinzmedia5 ай бұрын
This is so amazing! I have been trying to recreate a lense on Adobe Substance to some degree i made it work but it was not perfect. This takes it to another level. It's so bizarre and unbelievable to know that a lens has been virtually created and has working functions just like in real life. Awesome job!
@JoshuaMKerr5 ай бұрын
Really glad you enjoyed the video and the results. It's been a long time coming and it's only the beginning.
@kostasfassoulas69156 ай бұрын
But I believe the point was to have full control over camera characteristics via cg and manipulate based on your needs...so we 've gone from "analog" to digital and back to fake-analog... Like guitar amps, from hardware to digital amps to simulate back old amp hardware via sim-amps to feel like the old ones... This world is making circles and circles.... Good job btw!...
@madht54726 ай бұрын
Thank you!!! I will test these with my virtual production short film
@photobrandon4 ай бұрын
Could you do. tutorial on placing the lenses? I can't get my images to focus when using them. I really want this to work!
@JoshuaMKerr4 ай бұрын
There's a tutorial with the download. Don't forget to join the discord too
@ScKTM684 ай бұрын
Why not a lens filter? Like 3 transparent GUIs, one on top of each other, that cover all the view and gives the effects of a lens. It could also be used with the lumen engine instead of path tracing and you would use less poligons in the scene, because you are not inckuding the camera poligons.
@JoshuaMKerr4 ай бұрын
I doubt this solution would give accurate results in lumen.
@cms3d4 ай бұрын
This is a must have man! I am starting my Virtual Production journey on UE so I'll take this right now! Much love
@JoshuaMKerr4 ай бұрын
Hey man, thanks for saying. dont forget to join the discord too
@Niotex6 ай бұрын
Big yes for anamorphic! I'm using lens distortion and other lensing effects in UE atm, so having those all be in the actual "glass" would be awesome. It's a shame these only work in PT, but it makes sense. Really just means that for hero shots I'd use "glass" PT'd shots and others I'd use the rasterized stuff with the in-camera add-ons.
@boris_gaming3 ай бұрын
I assume that it's not possible in real time. I can't wait for hardware and software to get to a point where you can play a game, which has a built-in lens for better-looking graphics
@IronShovel6 ай бұрын
I recommend putting in the thumbnail or title that you also found a fix for the fakeness!
@JoshuaMKerr6 ай бұрын
Cheers but the video has exploded and if its going this well Im not touching it haha. Did you enjoy the video?
@thecryticdestroyer6 ай бұрын
Nice work, ive been looking for something to match my dslr camera or iphone 15 pro shot with unreal but I think that the whole issue is in the sensor size and lens
@evengreven55152 ай бұрын
Very cool Idea, probably wont be used in professionaly though because of post processing limitations