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by MidnightCoffee 1431 days ago
It's built on top of Unity, with a lot of additional rendering magic on top of it.

Content can be imported in and out of SceneForge to/from basically any other 3D engine, including Unreal (a specific UE workflow video is available on the youtube channel).

The GTX 1050 is kinda a general "it will run very well" requirement, but from my testing it runs fine on most laptops with a dedicated GPU (and even some integrated ones!). Performance all depends on what you put in your scene. It also runs great on MacOS with Apple Silicon.

Hope that answers your questions!

1 comments

Sounds good. Does it support real time filming with LED walls and volumes? If so I'm very interested to dig into this when I'm back at my desk.
It absolutely does, albeit on a more basic level. Because the target audience is people without that hardware, more focus was put into Green-screen style compositing.

That being said, you can add "In-Camera VFX" rigs to your scene and that should get you started with a single display.

You can take a look at the demo video here. The functionality has since been made available. https://www.youtube.com/watch?v=klXmX8KRUsM (Hope I'm allowed to post links!)

Cool, I'll check it out. There's a huge opportunity in virtual Production for software to automate a lot of the janky methodology we're using right now to put all the pieces together.
That's exactly the goal! The challenge is that SF is meant to be a standalone solution, rather than a way to "fix" the existing methods.

In the future I hope to make it more modular so you can have the ease of SF, plus the graphical power of Unreal, for example.