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Cabotage Virtual Production Demo Environment

Real-time ICVFX environment for virtual production.
Project realized as final of the intensive training at NAD on unreal 5 and virtual production. Projected for filming at Mels studio the 28th june 2023.
The challenge here was to run at 60 fps a fisherman hut with fog and an horizon made of sea.
This should work for the project deliverable on a machine with an nvidia rtx 2060 and less than 30gb.
I use each sequence for each camera position and activates inside what I need to see on camera.

The scene is made up of a combination of Marketplace, Quixel, personnal assets.

I tried different water systems, this ocean method was the best option in my case. Simulation wasn't needed :
https://dev.epicgames.com/community/learning/tutorials/qM1o/unreal-engine-ocean-simulation

Animations are most triggered with autoplay sequences or made in blueprint actor for the buoy.
It wasn't just to do the virtual environment but bringing life with lighting, actor, practical props...

The final result was recorded in 2 hours at the studio.

Sincere thanks to :
André Comiré (Actor)
Rémi Lapierre (Unreal mentor)
Ifaz Matoub (3D generalist advisor)
Vincent Ladouceur (Virtual production mentor)
Simon Girard (Tracking operator)
Patrice Puiberneau (Lighting designer / mentor)
Alexis Sénécal (Lighting assistant)
Nicolas Fournier (Technical director and camera operator at Mels)
Jérémy B. Raymond (sound co-designer)
Michel De Silva (Colleague and making-off content)
Pascal Lavallée (Colleague, good advices for scene optimization and logistic for the filming)
Guillaume Beauchamp (Colleague, tests of different water system, ressources)
Aran Beik (Colleague and focus operator)
Nicolas Lachance-Brais (Colleague and advices for pratical assets)
Vivianne Proulx (Colleague and tests for pratical assets)
Élyz Bouchard (Make-up artist)
Frederic Vicaire (Guest and advisor on set)

Hope you like it.

Final montage. CG render for better graphics. I used Fluid Flux for the introduction and credits. I used HLSL shader / Niagara on set (for performance). I added compositing to improve the shots quality and color correction.

Breakdown.

Plate setup for filming at Studio L Mels 3.

Plate setup for filming at Studio L Mels 3.

Animatic before filming for actor and mood reference.

In engine render of the sea from the terrace.

In engine screenshot inside the hut.

In engine screenshot inside the hut.

Blueprint that I used and prepared controls for the filming in real-time. Like changing camera sequences and environment parameters.

Blueprint that I used and prepared controls for the filming in real-time. Like changing camera sequences and environment parameters.

Overview of the landscape.

Overview of the landscape.

Lighthouse textured in Substance Painter and implemented in unreal.

Lighthouse textured in Substance Painter and implemented in unreal.

Lighthouse modeling. Quad, no open edge. Planned Component Bill of Objects for Unreal.

Lighthouse modeling. Quad, no open edge. Planned Component Bill of Objects for Unreal.

Overview of modular architecture in Unreal.

Overview of modular architecture in Unreal.

Modeling of modular architecture for the fisherman hut.

Modeling of modular architecture for the fisherman hut.