@cebasVT I think the issue here is the tone - it doesn’t feel like you’re actually trying to start a discussion around the subject that relates to the community, but rather mechanical like a bot posted it. I very much want you to share your insights with us, and tell us about the changes that you see from your perspective (We here at Beyond-FX use your tools almost daily), but you’ve got to actually try to engage with the community here, or else it’ll get flagged as spam.
@wyvery - I slightly agree, although I’d like to see more VFX artists exposed to more technical opportunities than what we consider classic stylized effects, so I’d love to encourage more discussions around the secondary technologies we use.
So let me try:
We’ve been watching the shift towards render efficiency, driven by fairly obvious monetary gains, over the past several years with excitement. I do feel like this year has been really really compelling, as so many of these tools are hitting fast enough iteration cycles that their render techniques are becoming extremely compelling for real time solutions.
On the other side of the spectrum, real time engines are starting to be used in film productions for previz (or even final shots), so we’re seeing our own tools and pipelines open up to better technologies (Octane Renderer in Unity!?)
I’ve spent most of my career saying that game technology sits about 10 years behind film, simply because of performance reasons, but there’s finally been a massive shift on both sides to bring these technologies together. My favorite part of this? I’m seeing a future where our tools can get out of the way and let us focus on making great art, not technology.