The Ring Experience: Difference between revisions

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[[343 Industries]] partnered with Falcon's Creative Group and Herschend Live<ref>[https://www.falconscreativegroup.com/selected-work/halo-outpost-discovery ''Falcon's Creative Group'': Halo: Outpost Discovery]</ref> to digitally visualise elements from a Halo ring.{{Ref/Reuse|WNDDTRE}} The dome was designed to be pitched down by 12 degrees to make sure the content would appear at eye level for the audience. The layout and choreography of the experience were reviewed in VR to preview the sight lines of the venue, before rendering and compositing the footage at 7K resolution. The content was rendered using a spherical camera before being converted to a dome master format for the final presentation.<ref name="BTS">[https://www.youtube.com/watch?v=ouBKz3W7FlY ''Youtube'': "The Ring Experience" at Halo: Outpost Discovery]</ref>
[[343 Industries]] partnered with Falcon's Creative Group and Herschend Live<ref>[https://www.falconscreativegroup.com/selected-work/halo-outpost-discovery ''Falcon's Creative Group'': Halo: Outpost Discovery]</ref> to digitally visualise elements from a Halo ring.{{Ref/Reuse|WNDDTRE}} The dome was designed to be pitched down by 12 degrees to make sure the content would appear at eye level for the audience. The layout and choreography of the experience were reviewed in VR to preview the sight lines of the venue, before rendering and compositing the footage at 7K resolution. The content was rendered using a spherical camera before being converted to a dome master format for the final presentation.<ref name="BTS">[https://www.youtube.com/watch?v=ouBKz3W7FlY ''Youtube'': "The Ring Experience" at Halo: Outpost Discovery]</ref>


Falcon's had to develop propriety instancing tools to set-dress the 3D environments with large amounts of assets.{{Ref/Reuse|BTS}} In beginning development, they skipped a 2D storyboard animatic phase and went straight into 3D production to allow them to quickly visualize the scale and scope of what they were creating. The team employed the World Creator software to quickly generate terrain while they were deciding on camera flight paths. All assets for the scene were built in real-world scale - the Halo is 10,000km wide and the planet it orbits is 95,000km wide. Because of this, Falcon's had to generate several levels of detail for each terrain due to the scope of the area needed. The environments on the ring were created using landscape tiles that could be procedurally generated, allowing for quick iteration and kitbashing to construct the environments. The tiles were then placed according to the camera flight path to help optimise load and render times, with areas closer to the camera using additional LIDAR and photogrammetry to blend each terrain for additional realism.<ref>[https://falconscreativegroup.com/utilizing-world-creator-for-halo-outpost-discovery ''Falcon's Creative Group'': Utilizing World Creator for Halo: Outpost Discovery]</ref> Several layers of volumetric dust were rendered for the desert environment.{{Ref/Reuse|BTS}}
Falcon's had to develop propriety instancing tools to set-dress the 3D environments with large amounts of assets.{{Ref/Reuse|BTS}} In beginning development, they skipped a 2D storyboard animatic phase and went straight into 3D production to allow them to quickly visualize the scale and scope of what they were creating. The team employed the World Creator software to quickly generate terrain while they were deciding on camera flight paths. All assets for the scene were built in real-world scale - the Halo is 10,000&nbsp;km wide and the planet it orbits is 95,000&nbsp;km wide. Because of this, Falcon's had to generate several levels of detail for each terrain due to the scope of the area needed. The environments on the ring were created using landscape tiles that could be procedurally generated, allowing for quick iteration and kitbashing to construct the environments. The tiles were then placed according to the camera flight path to help optimise load and render times, with areas closer to the camera using additional LIDAR and photogrammetry to blend each terrain for additional realism.<ref>[https://falconscreativegroup.com/utilizing-world-creator-for-halo-outpost-discovery ''Falcon's Creative Group'': Utilizing World Creator for Halo: Outpost Discovery]</ref> Several layers of volumetric dust were rendered for the desert environment.{{Ref/Reuse|BTS}}


The ring's fauna were generated using crowd simulation and a handful of hero animations, with all of the relevant models and textures created specifically for the experience. The models of [[John-117]] and the [[M12 Warthog]] were created using existing models, but re-textured to match the quality bar of the other assets.{{Ref/Reuse|BTS}}
The ring's fauna were generated using crowd simulation and a handful of hero animations, with all of the relevant models and textures created specifically for the experience. The models of [[John-117]] and the [[M12 Warthog]] were created using existing models, but re-textured to match the quality bar of the other assets.{{Ref/Reuse|BTS}}