For a single picture or frame, rendering might take anything from seconds to days and animation needs 24 frames per second.
Real-time and offline or pre-rendering are the two primary forms of rendering in 3D, with the fundamental distinction being the speed at which the pictures are computed and processed. Our Real-time renderer of choice is Unreal Engine.
Smaller companies and teams can now achieve incredible outcomes thanks to Epic and Unreal. Real-time rendering, which is most popular in video games, involves calculating 3D pictures at a very rapid rate, close to real time, so that scenes including a large number of images appear to be happening in real time (when players interact with your game for example).
As a result, in the real-time rendering process, interactivity and speed are crucial.
We aim to take advantage of that fact and use this technology for linear storytelling. Unreal has transformed rendering from a purely computer gaming business to a viable option for filmmaking, advertising, and other animated material.
However, there are certain limitations to what can be accomplished. Because the technology is largely built on gaming engines, there are still certain limits, and there is still room for improvement. In most situations, the difference between other rendering engines is minor and unnoticeable.
Real-time rendering improves the process for artists while also assisting clients in seeing the eventual outcome. Additionally, when approaching the final render, it enables for more and faster revisions. This is when the technology's benefits begin to shine.
The animation process is essentially a never-ending loop of trial and feedback, trial and feedback, trial and feedback - until you're either short on time/money or you're happy with the result. We aim for the later and as a result, we truly believe that rendering in real time and receiving immediate feedback is a huge plus!