Hi all,
Again an open discussion: do you use internal compositing or external compositing and why?
We prefer to use external compositing.
Advantage: you have the least amount of delay (main reason). The clients complain about every frame of delay they get, so we try to keep that as low as possible. We have had it that clients canceled the virtual production and reverted to 'regular' production because of they fact that there would be a delay (which is more 'fear of the unknown' than anything else, but still). Also it is a bit easier to setup: no camera plane in Voyager, but just 2 sources (Voyager and camera) you combine in a keyer.
Disadvantage: you need to delay the camera to get it sync to the graphics, thus needing additional equipment. Also: you can't have 'in-engine' effects on the camera image, i.e. reflection of the camera image on the virtual surfaces and distortion of the camera image due to, for example, fire in front of the camera image.
For us, the advantage outweighs the disadvantages since we, thus far, never had to use fire (and effects alike) in front of the camera image. Also the reflection of the camera image on the virtual surface only works on certain positions of the talent (unless you use additional tracking to track the talent in the set so you can have UE4 move the camera plane accordingly).
I would love to hear your thoughts.
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Gerard de Vries
Solution Architect Live Graphics & Virtual Graphics
United / EMG
The Netherlands
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