Relentless Play VFX Delivers The Little Render of Bethlehem

Relentless Play delivers VFX shots featuring ancient Bethlehem for Turning Point Productions’ “Why The Nativity?”

In the delivery of over 30 VFX shots, Thomas Hollier and Relentless Play LLC created digital environments for the cities of Bethlehem and Jerusalem in ancient times, and handled all aspects of VFX on the project from visual development and previsualization to on-set supervision and final shot production. From the start, the digital work proceeded in close collaboration with production designer Joe Cashman and the team at Design/Build Productions. The early integration of set CAD data and digital assets into a consistent digital environment staged onto the set location’s actual elevation data not only provided accurate shot previz but also served as a “process-agnostic” planning tool to tailor the physical production methods to well defined creative goals.

NeRFs in Unreal Engine

NeRFs in Unreal Engine 5 are finally here. Check out the accurate reflections on the water of this lightfield I captured at Hearst Castle. Next step is to see how far frame rates and resolution can be pushed with the latest/fastest graphics cards. If the latest RTX4090 don’t cut it yet, I’m sure next year’s models will. This introduces a great deal more flexibility in the integration of location shoots with LED stage work (or traditional VFX for the matter).

 


Custom Generative Art Display

What is the right way to display generative art?ย  After having developed a fairly substantial collection of algorithmic art pieces, running them in a browser or cluttered computer desktop left me wanting. In 2014, I set out to build this display device to showcase the work in a more direct way, without the distracting UI clutter and gear that accompanies the typical interaction with technology.