Why Blender 3D will not be used in Production - A UX design Issue?
Blender 3D has been around for a good 20 ish years, yet we don't see it in production. For a fully functional 3D software, with new functionality and improvements being constantly added. Which gets updates faster than Maya, 3DSMax, or other industry standards. One has to wonder why? - Why has it not been more widely implemented in the industry?
Blurry Renders in Unreal Engine 4.25.3 - How to fix
After using Unreal Engine for rendering on a number of product animation projects, we encountered the issue of: Blurry Renders in Unreal engine 4.25.3. Previously all a user needed to do, was to create a cinema camera actor, and a level sequencer, and then, populate the camera field in the level sequencer with the cinema camera actor. From there one could pan and position the camera, create an animation, determine a strat and end frame. And finally one would simply hit the clapper icon, to render out a cimenatic quality sequence. Saving on the long render times one experiences when using packages like VRay. This produced fast crisp renders. But with Unreal Engine 4.25.3, running a ATi 730, this was no longer the case. Renders came out with alot of blur, and textures looked soft. This was no longer something we could use in production. After much searching we found, that unreal had updated the process. Enter, the "Movie Render Queue. This brings the traditional offline rendering workflow on UE4. No longer does one render such sequences in real time, but now we have a workflow similar to other offline renders. Its still fast. But now offline.