Envision flying around with a jet pack creating massive film sets like you are a cinematography superhero. Cinetracer is a realistic cinematography simulator where you play a Director, and your quest is to make an epic movie. The real purpose of this program is to create beautiful storyboards for pitching.
You should know Matt Workman from his YouTube channel Cinematography Database. His channel is a wealth of information about high-end cinematography. In the past, he has posted twitch style YouTube content breaking down blockbuster movies and music videos. But all of his newest material is focused around his new creation Cinetracer.
The concept was initially called Cine Designer and started out as a plug-in for Cinema 4D and Maya. But for non-3D designers, these programs have a steep learning curve. In September 2018, I reached out to Matt, asking him about system requirements for Cine Designer. He suggested I check out the new gaming version of Cine Designer instead. This new game is being built on the game design platform, Unreal Engine. At this point, the game was not available on a mac, so I was unable to try into out. But in January they released the game for Mac on the popular gaming distribution platform Steam.
The game is currently in early release. I started by watching tutorials and playing in 30 minutes increments. I am 20 hours into the game and playing with purpose. It can be buggy at times, but this is because I am working off a Mac Book Pro, with an inferior graphics card. If you plan on using Cinetracer as a tool, I would recommend getting a gaming laptop. I will cover why later.
You start by picking your Map from the following three categories; Low-Performance, Medium-Performance, and High-Performance. Each Map has different properties, like the ability to change the environment's lighting or not. The next page is Characters. The three characters you get to choose from looking like that come straight out of Blade Runner. The last step before you play is creating your project name and selecting a save folder. Make sure you save to a location you have access to.
The game is a single player "Open World / Sandbox" experience. The first thing you need to do is to find your location. When scouting, I prefer to fly around in "jet pack" mode, which allows me to view the game from a birds-eye and move quickly to where I want to go. Once I find my location, I start by building, placing props, cameras, effects, and actors.The "Department Menu" is essentially your backpack and is how you import items into the world.
This department consists of a Techno Crane, Fisher Dolly, Shoulder-Mounted camera, and a Tripod-Mounted camera. But my favorite is the free-floating camera which allows you to place the camera anywhere in your world. Each rig has constraints that force you to mimic actual cinema shots.
Similar to the camera department, the lights mimic commonly used film fixtures like Arri Skypanle S60s. Lighting is broken up into the following sub-departments; Film Lights, Event Lights, Practicals, Grip, and Electric. Currently, their perimeters don't accurately translate to actual real-world light output. From what I can tell they are laying the ground work for these metrics.
If you are a gamer, you may recognize this department. They borrowed the Building component of the game directly from Fortnite. There is a quick and easy way to make a custom cyc wall, paper rolls, and blocks that can be turned into set walls or built into a house.
You can find a lot of commonly used film props in this department, including home decor and a few cars. But this is also where you can find one of my favorite items, the particulate emitters Snow, Smoke, and rain. These effects are essential for creating a unique visual look.
Currently, the actor menu is broken into three sections. Stand-ins are the best-looking actors with the most realistic features. CC actors and simple actors have motion capture settings that give the characters actions, like breakdance or talk.
After the set is created, I enter the camera to view my image. There are three different camera modes. The first mode locks you into the camera and allows you to move it like a character. Press V to toggle between the shooting modes. In the second mode, you can view the set and a monitor with the camera's point of view. The third mode is a full-screen mode that displays your camera settings. You can change the aperture, ISO, and focal length, and aspect ratio allowing you to create your cinematic look. By pressing enter/return, you can take screenshots. The B key will take you to a storyboard screen where you can organize your boards. Images are also saved out as raw screenshots that are full raster and do not have your chosen aspect ratio.
To my eye, the quality of the screen capture is outstanding, or at least good enough. But as the game develops this part, will get better and better. In the last update, they introduced Ray Trace Lighting, a feature that takes the game's lighting and reflections and makes them ultra-realistic, giving you the ability to see ambient, bounced light and more realistic shadows. But this feature comes with a hefty price, your computer must have an RTX graphics card currently produced by Nvidia. These GPUs are not available on any Apple computers. If your goal is to use Cinetracer for professional previsualization, I would recommend purchasing a gaming laptop like the Razor Blade or an equivalent system so you can take advantage of the newest update.
If you are still wondering why I would write about a cinematography computer game on a photography blog, you have to understand this is all about building your fundamental photography skills. For a novice filmmaker/photographer, this is similar to a flight simulator, but you are on a film set. If your skill level is intermediate, this game can push you to try bigger and bolder visual concepts with no risk or cost. If you are a practicing professional, it will give you the tools you need to sell your ideas at a high level. That is why I will continue to play for a long time.
I am a vintage millennial content creator with experience in and passion for cinematography and photography. I live in Portland, Oregon, where I work in the marketing industry. When I'm not behind a camera or deep diving into the creative cloud, I am reading, enjoying art, and nature.
Very cool! Being able to see accurate lighting including the effects of bounced light was high on my wish list. Will duvetyne and negative fill be realistically simulated as well? Know if the new Mac Pro will support that card?
It is my understanding that you can see negative fill. The Mac Pro does not have the RTX graphics card so it won't be able to handle ray trace lighting at this point. I think dropping the ball. But my hope is they figure out a way to allow RTX cards, because they are going down in price and would be a great thing to put in a Mac Pro aftermarket.
Its funny you mention Duvetyne, they have Tbones and 12x12 solids on frames. But that's it. I'd love to see 4x4 floppy's, smaller flags and just some kind of free unlimited Duvetyne tool that allowed you black out anything you want.
Sometimes After Effects can't pull off the exact look you're going for with ease, and when that happens you'll need to add another tool to your arsenal. In this lesson Joey is going to show you how to take a path created in Adobe Illustrator and turn that into a spline in Cinema 4D. You can then make something that looks like a piece of 2D vector art in Cinema 4D, but have greater control over how to animate it than you would in After Effects.
Hey there, Joey here for school of motion. And in this lesson, we are going to take a look at a neat little trick you can use in cinema 4d to get a flat vector looking shape, to animate on with easing using splines. Now you might be thinking that animating something with a 2d look in cinema. 4d is a bit of overkill, but the look that I created in this video is much easier to pull off in a full 3d program. And by the end of the lesson, you'll understand why don't forget to sign up for a free student account. So you can grab the project files from this lesson, as well as assets from any other lesson on the site. And now let's jump in.
So what I did was I first figured out what shape I wanted to end up with. Um, so I just picked a star, um, just cause it was easy. It's built in to cinema and you don't have to use a star. You just need a spline. Um, the one limitation of this is that if you have any sort of curved shape, um, that curvature will not come through with this effect. So right now this only works with shapes that have straight edges. Um, but it could be any shape. It could be something you've created an illustrator, um, or it could be something you've done in cinema or, or, you know, one of the built-in shapes. So we're going to start with a star, let's make it a five pointed star. Okay. And this is the shape we're going to end up with now, the way that I'm going to do this is using MoGraph.
Um, and it'll start to make sense once I show you. Um, and hopefully this also gives you some other ideas about what MoGraph can be used for. So what I want to do is essentially have clones on every single point, uh, every vertex of this star. So the easiest way to do that is to use a cloner. So let's add a cloner and I don't actually want any objects that will be visible on the points of the star. So instead of using an object, I'm going to use a no, and I'm going to put that in all inside the cloner, and I'm going to set that cloner instead of linear mode, I'm going to set this to object, all right. And object mode, we'll just copy. It will make clones on whatever object you drag into this field. So if we drag the star into that field and it's kinda tough to see because Knowles, uh, don't really show up as anything by default, they're just little points.
So if we click on that, no, um, and this is a good tip with a lot of objects and cinema. If you look at this display option, you can have those NOLs show up as different things. So instead of a dot, why don't we set this to a diamond? Now we can actually see where the NOLs are. It gives us a better idea. Um, one other quick, little thing you need to do in the cloner is, um, you know, so this is actually working correctly already. Um, but for different shapes, um, it might not work, um, because what might happen is the clones might be placed in the middle of some of, some of the vertexes. It might be on an edge instead of at each point. Um, the way to ensure that the clones end up on each point is to come down here to distribution.
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