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This enables any viewport to be rendered on another GPU for example, one display-facing GPU would render the entire scene while another handles the inner frustum, passing the pixels back to the first one. Here are just a couple of highlights.Īs virtual production techniques evolve, LED volumes are getting larger and larger to support the higher number of pixels this requires with existing hardware, we’ve leveraged technology such as NVIDIA’s NVLink, enabling data to be transferred between two GPUs at very high speed. We’ve been continually expanding and enhancing our virtual production toolset since we first introduced it, and this release is no exception. In addition, there’s a new Environment Lighting Mixer window that enables all components affecting atmosphere lighting to be authored in one place.
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The atmosphere can receive volumetric shadows from meshes and clouds lighting and shadowing updates in real time to reflect time-of-day changes. In Unreal Engine 4.26, you can author and render realistic or stylized skies, clouds, and other atmospheric effects with full artistic freedom, thanks to a new Volumetric Cloud component that is able to interact with Sky Atmosphere, Sky Light, and up to two directional lights. Whether you’re creating an open world for your players to explore, a terrain for training personnel, or an outdoor setting to show off your latest automotive or architectural masterpiece, the ability to create convincing natural environments that immerse your audience is critical.
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Immersive natural worlds and environments The feature is integrated with Control Rig, which now offers an experimental full-body IK solution in addition to the standard FK/IK. Learn more about Sequencer in UE 4.26 by checking out this tech blog. Animators can preview skeleton animations to easily see how one skeleton blends into the next, and match joint placement for a smooth transition between clips. To this end, it’s now possible to create animations in Sequencer by blending animation clips such as motion-captured data the workflow will be familiar to animators who’ve worked in other nonlinear animation editors. The way your characters move is obviously equally important to their believability.
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