>> Hello I'm Sébastien Hillaire, Rendering Engineer
at Epic Games.
>> And Hi, I'm Teddy Bergsman.
I'm director of Quicksilver and we were just acquired by Epic.
And we couldn't be more excited to now
be part of the Epic family.
Our mission is to scan the world and to make
photorealistic content accessible to everyone.
As part of Epic,
we're now greatly accelerating this mission
and can offer a vast library of 3D scans for free to all
Unreal Engine users.
We've spent the past decade on expeditions
across the world, making scans accessible to creators.
The result is Megascans, Bridge, and Mixer.
Megascans is the world's largest and fastest growing library
of scan data.
It contains every piece of content you
need for creating any scene imaginable.
Bridge lets you instantly access the entire scan library
and download content straight into Unreal
with a single click making it a huge time saver.
Mixer empowers anyone to create art,
marrying scans with painting
and proceduralism to quickly create
completely unique content.
When the Megascans ecosystem is
combined with the power of Unreal Engine,
creating beautiful environments is incredibly fun and easy.
Fire up the engine,
grab all the high quality assets you need,
and start building amazing worlds all for free.
Megascans is widely used by the world's leading game
and film studios.
And today, most major titles rely on the library.
When we started Quixel,
our goal was to make a positive impact on computer graphics.
Building photorealistic 3D content for games and film
is expensive and painstaking and it
can take hundreds of artists years
to bring a single grand vision to life.
We wanted to change this.
We wanted to create a world where even
a single person with a strong vision
could make their dreams come true.
And create experiences that rival the biggest productions of today.
With Epic Games having set Megascans free,
I believe that world is now a reality.
>>Sébastien: Yes and with Unreal today
you can already render those large worlds
with massive landscapes and with high quality assets,
such as the ones from Quixel.
And those worlds are likely
going to be lit by the sun and the sky
and you will likely want to move the sun around
to change the lighting condition according to the time of day.
We have made that process a lot more robust and simple
now with the Sky Atmosphere component.
you can just add the directional light to your scene,
drop a Sky Atmosphere component,
and you automatically get an Earth-like planet look.
This is a unified approach,
so all the light scattering and atmospheric fog
will be applied on all objects.
It is fully dynamic and interactive.
You can just move the sun around
with the Control + L shortcut and it automatically
updates the sky color and the sun
illuminance reaching the ground according
to the laws of physics.
And as a result,
the global illumination solution will also be updated.
You can also change the atmosphere properties
to render your extra-terestrial planets.
For instance Mars and its blue sunset.
It is also very scalable.
You can render an accurate atmosphere on high end
platforms and scale down to the mobile hardware
while retaining a similar look.
For instance, this system is used
in a Fortnite since Season 2 on all platforms,
PC, console, and mobile.
In a future release,
we will also share Unreal's new cloud rendering system.
The first iteration will allow artists
to render the volumetric material
using a layer of the atmosphere.
Volumetric material allows anyone
to render any type and shape of clouds with complete freedom.
Unreal can render such volumetric material
with colored scattering,
transmittence, and phase function.
With clouds, light can bounce thousands of times on particles
before reaching your eyes.
This is called multiple scattering
and it is important to simulate in order to
on the realistic looking clouds.
So Unreal implemented a technique simulating this behavior.
Both the Sky and Cloud components
are developed up with the unification of all
interactions in mind.
For instance atmospheric fog is applied on clouds,
clouds can cast shadows within the atmosphere,
and the sky can light up the clouds, et cetera.
This component is optimized to achieve better performance
for ground views, but it is also possible to push
the system further
and for instance fly within the atmosphere between clouds
and even beyond that, view the planet from space.
And that's it.
Thank you Teddy.
>>Teddy: Thank you Sebastian.
We hope you liked it and see you next time.