Compositing Feedback Question | SceneForge Studio
Sep 01, 2022 3:42 pm
Hello there, !
As the compositing system is improving on the daily, I had an idea that I would love to get your thoughts on, as an early user of the software.
At the moment all compositing and tracking tools are built right into the existing SceneForge editor. This is great because everything is in one place, but can sometimes get cluttered and limiting.
That's why I've been considering separating compositing tools from the main SceneForge application, and building 'SceneForge Server'.
This would be a lightweight, standalone application that handles all camera input, compositing, keying, tracking, and other live-production features. This would run in the background and communicate with SceneForge Studio either locally or over wifi for larger setups, sending picture, alpha, and tracking data in real-time.
It would allow for greater flexibility and advanced features without bogging down the SceneForge Studio 3D Application.
This would also allow for greater interoperability with other platforms like Unity and Unreal Engine. Meaning you can use SceneForge's compositing and body tracking tools outside of the SceneForge Editor itself for increased photorealism and existing workflows.
The Existing SceneForge Studio Application would remain unchanged as the fantastic 3D pre-vis, storyboarder, and set-builder it is today, but would then require the "Server" application to run in order to access the compositing tools.
What do you think of this potential change?
Would it improve your workflow? If so, or if not, could you provide a bit more info on why?
Feel free to reply right to this message with your thoughts, ideas, or suggestions!
Thanks for reading!
- Judah Mantell, Founder @ SceneForge.app