VFX Workflow for Real-Time Production with Photogrammetry, Alembic, and Unity
summary
Oats Studios rebuilds VFX into a real‑time Unity pipeline using photogrammetry (about 30,000 photos per environment), RealityCapture, Marvelous Designer, die4d facial scans, and Alembic caches; the pre‑Unity source is ~5 TB of source assets and the playable build is ~real‑time 4GB executable. Custom work adds Alembic interpolation and motion vectors so cloth/heads blend and motion blur work; faces layer Alembic + tessellation + animated normal maps with custom eye shaders. Pipeline runs in real time for a 25‑person team; translucency and a few depth issues remain.
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chapters (18)
- 0:00Introduction to Oats Studio
- 1:36Atom Project Overview
- 3:24World Building and Assets
- 5:15Character Creation
- 7:16Material Scanning and Dev
- 9:06Animation and Mocap
- 11:43Unity Scene Organization
- 13:41Timeline and Automation
- 16:57Virtual Camera and Lighting
- 19:11Scene Lighting and FX
- 21:24Character Effects and Vfx
- 24:27Results and Workflow
- 27:36Unity Scene Demonstration
- 30:40Rendering and Decals
- 33:08Advanced Asset Management
- 37:40Technical Tools Walkthrough
- 41:10Scene Config and Pipeline
- 44:02Q&A and Closing
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