Cinematic Photo Lab is a virtual lighting studio where to have your 3D characters or MetahUmans in pose and where to place 3D items. You can implement the features in your videogame or use it as a virtual studio where to take photos of your main characters to be used for commercial and marketing. You can use it as a showroom for your 3D items. You can use it for anatomy studies. It is also useful to make light, animation and motion capture tests on a set in wich you can manage up to six lights and set their intensity, temperature and color on Runtime (it allows you to get all existing color hues by mixing basic color lights) and to manage several Camera and Color Grading effects. You can then take an high resolution picture of the scene you work on.
- A virtual environment where to have 3D characters or MetaHumans in pose, where to place 3D items and make light, animation and motion capture tests.
- A Level Blueprint that allows you to manage up to 6 lights: you can set their intensity, temperature and color and move them on every axis around the 3D model on Runtime. The Level Blueprint also allows you to manage several Camera and Color Grading effects on Runtime: Scene's Exposure, Camera Field of View, Scene's Focal Distance, Scene's Chromatic Aberration, Global Time Dilation (useful for slow down or stop animation to the right frame), Camera Speed. The Level Blueprint allows you to set scene's Saturation and Contrast on Runtime. The Level Blueprint allows you to take a picture of the scene you created.
- An in-game text Tutorial for best practice.
Input: Keyboard, Mouse.
Supported Development Platforms:
Documentation: https://glispiritiselvaggi.com/cinematic-photo-lab/ - https://www.facebook.com/cinematicphotolab/
Important/Additional Notes: The project does not include 3D characters or features to pose them except for those available inside the Unreal Engine and the SK_Mannequin editor. You can import already posed and animated 3D characters inside the project. Note that MetaHumans already have their rig and are meant to be animated inside the engine.