r/virtualproduction • • Jul 10 '26

Showcase Augmented Reality in UE 5.8

161 Upvotes

Add 3D Characters into Real Life WAY Easier with Masking in Unreal Engine 5.8.

In Episode 4 of my Composure series, Augmented Reality takes a huge leap forward in UE 5.8 as Composure introduces new Masking Passes. Project your actors onto simple geometry then use high quality 2D masks to create perfect edges for seamless 3D compositing!

Also Composure in 5.8 includes a blur and erode pass for masks as well as a streamlined Media Track ingest. In EP4 I cover the entire offline pipeline for adding CGI characters into live action plates, with camera moves.

Watch the full 66 minute video on my YouTube channel link in profile or search for me, Dean Yurke on YouTube. And follow for notifications of new nerdy videos!

r/virtualproduction • • 6h ago

Showcase The First Two Minutes Of My Short Film That Blends Live Action And Unreal Engine

7 Upvotes

I've spent about 7 months making my film, Holy Sh*t I'm Dead. Mainly as a proof of concept using the technology, especially as a storytelling device, but also to push the limits of what's possible with a small team. I can't say enough about UE. I thoroughly enjoy using the software. Enjoy the first two minutes! Full release will be on November 13th.

r/virtualproduction • • Aug 18 '26

Showcase 4D Gaussian Splatting (4DGS) with self-shadowing and relighting support: global illumination and point lights in Unreal Engine

49 Upvotes

r/virtualproduction • • Jul 10 '26

Showcase For Fun - added a 3D orbit of the Unreal Viewport for my last post - thanks!

81 Upvotes

r/virtualproduction • • Jul 29 '26

Showcase Recent build I've been wanting to share, we turned our doc subject's life into a museum

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27 Upvotes

We just wrapped a doc at Forge Virtual Studios on X-Games medalist Matt Wilhelm and his life story. For one part of it, we built out a museum of his life in Unreal and blended it with a couple of practical elements. The idea was to externalize his story, particularly his past, into a space he could physically move through rather than just having him narrating over still photos.

It was a really incredible moment to see him riding his bike through the space and genuinely reacting to it for the first time. Just a great moment that really speaks to the immersive element of virtual.

The whole time we were filming it also felt very Stanley Parable-esque. Curious to know if anyone else picked up on that or if it's just me.

r/virtualproduction • • Apr 22 '26

Showcase Early prototype: live Unreal Engine viewport/camera inside Fusion

11 Upvotes

Ive been building a real-time bridge between Unreal Engine and Fusion... because I need something like this for my own virtual production workflow... Its still an early independent prototype... but the core idea is already working... a live Unreal viewport/camera inside Fusion for real-time compositing tests...I call this PlateBridge...

If you work in VFX, virtual production, or real-time pipelines... Would something like this be useful in your workflow?

FYI: This is not affiliated with Epic Games or Blackmagic Design and Im not selling anything and theres no download at this stage...

https://reddit.com/link/1ssx2fq/video/4twu83esuswg1/player

r/virtualproduction • • 19d ago

Showcase Open source plugin for quality mocap smoothing

3 Upvotes

https://github.com/Dylanyz/MocapSmooth

Mocap smoothing made super easy with just a few clicks, use directly in Unreal Engine.

Open source plugin (made by me and claude code)

r/virtualproduction • • Sep 05 '26

Showcase TAVR NEWS: EP 2

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1 Upvotes

Well its been a couple of months but here it is EP 2. I want to thank the members of the community who helped out.

r/virtualproduction • • May 26 '26

Showcase We Built A Hospital (In Unreal Engine)

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12 Upvotes

https://youtu.be/oSvVRt8aKJM?si=GVwRmQDKSvE33z6f

We built a hospital and then we shot in it, and because we built it in Unreal Engine, we had complete control over everything about it.

This wasn't the first time we'd shot in this virtual environment. The hospital had been used across a couple of different vertical drama productions, which is always short-form narrative work with tight schedules, close coverage, trying to shoot 15 pages a day. Each shoot added to our understanding of how the assets came together, which configurations worked for different scene types, and where the environment needed full three-dimensional depth versus where a simpler solution like photographic or generated plates were enough.

An environment isn't a set, it's a library of assets for a location that allows you to build sets in virtual space. The hospital we shot in isn't one room, it's a configurable collection of walls, windows, corridors, fixtures, architectural details, lighting elements, and surface treatments. Every component of a hospital environment, available to assemble into any configuration a brief requires, in Unreal Engine. A patient room, corridor, an ICU bay, a surgery, doctor’s office or a nurses' station all can be built and iterated from the same set of assets. You're not locked into one layout. You're working from a library of assets that continue to be optimized for every shoot.

On a real location, the location is fixed and the production bends around it. Here, the production is fixed and the environment moves around it. That inversion is what made fourteen setups possible in ten hours.

https://www.xcrazystudio.com/post/we-built-a-hospital-14-setups-53-takes-in-10-hours

r/virtualproduction • • Jun 01 '26

Showcase Gorgeous Depth of Field in Unreal 5.8 with Accumulation DOF!

24 Upvotes

r/virtualproduction • • Jul 31 '26

Showcase 4DGS Volumetric Video -- Past Flames of Hunan Huaguxi Opera

3 Upvotes

r/virtualproduction • • Jul 01 '26

Showcase I built a Live Video Streaming Addon for blender 5.1.

3 Upvotes

Here's a small demo of what's capable in real-time.

r/virtualproduction • • Jun 16 '26

Showcase We built a plugin to speed up our in-house animation workflows, and we're releasing it for free.

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5 Upvotes

Working closely with our art team we wanted a way to quickly generate base animation layers inside UE, giving our team a head start on blocking out scenes without needing to rely on expensive mocap setups for every single movement.

To solve this, we built Animotive Kimodo. It leverages NVIDIA’s open-source Kimodo AI model inside Sequencer to generate a base skeletal animation from a prompt containing text and specific pose information. You can guide the generation by pinning the character’s pose or position at key moments, making sure they hit their marks within the scene.

Because it saves as a native Animation Sequence, it fits right into your existing workflow, allowing you to immediately jump in and refine the keyframes once the base layer is generated.

We've just released it on FAB. You can use our simple setup with Animotive Kimodo Cloud or set up and run your own local server completely free.

If you're looking for a new tool to help speed up your animation pipeline, we’d love for you to try it out and let us know what you think.

r/virtualproduction • • May 29 '26

Showcase I'm Making a Film in Unreal Engine Using Real Actors

12 Upvotes

r/virtualproduction • • Feb 15 '26

Showcase Had an opportunity to try ICVFX + CG/VFX for our music video project last year. It finally got released.

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37 Upvotes

r/virtualproduction • • May 15 '26

Showcase I'm Making A Film Using Real Actors in Unreal Engine

16 Upvotes

r/virtualproduction • • May 19 '26

Showcase Mocap Actor Looking for Projects

2 Upvotes

Hi all,

I’m a UK-based motion capture actor currently looking for opportunities in video game and animated projects.

I’m particularly interested in collaborating with indie studios and student productions, though I’m open to a range of project types.

My portfolio is linked here. Please feel free to reach out for enquiries or additional details.

Thanks for reading!

r/virtualproduction • • Apr 08 '26

Showcase FREE mocap for you guys!

5 Upvotes

Hey everyone! I made a FREE mocap pack and thought this community might find it useful :)

It's built for background and crowd characters. All captured with an OptiTrack system.

50 animations in 5 categories: standing, walking, sitting, lying down, and gestures/emotes. Designed to loop seamlessly. Each animation comes in 3 skeleton types: UE5 Mannequin, Mixamo, and Humanoid/Maya so it should integrate cleanly into most virtual production pipelines.

Would love any feedback from people working in this space! Link is in the comments for ya

r/virtualproduction • • Jan 26 '26

Showcase Rokoko MoCap and UE5

16 Upvotes

r/virtualproduction • • Apr 02 '26

Showcase Real-Time Virtual Production Music Video Breakdown (UE5 + Aximmetry + Custom MIDI Control)

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6 Upvotes

Shot this music video back in December 2024 using real-time VP with Unreal Engine 5 and Aximmetry. Never released the BTS until now.

The interesting part was using MIDI data from Ableton to drive the particle systems in Unreal during the live shoot. We built a custom TouchOSC control surface so we could manipulate parameters on the fly while recording.

Setup: Blackmagic Ursa Mini 12K, HTC Vive Mars for tracking, Aximmetry handling the compositing, and Blackmagic Ultimat for keying to keep the processing load distributed.

Artist could see the final composite in real time, which made directing and performance way more intuitive than traditional green screen.

Happy to answer any questions about the workflow or technical setup.

r/virtualproduction • • Apr 13 '26

Showcase TO SACRIFICE - A VRChat film

3 Upvotes

https://youtu.be/3oq6DDc2j4Y?si=wZhqlCPLjgXGSdUo

Humanity stands at the edge of its next evolution. With Earth no longer enough, the FLEET program sends its personnel into deep space to search for new worlds capable of sustaining life. Their mission is clear: discover, evaluate, and secure the future of our species.

But expansion comes at a cost.

As these explorers travel farther into the unknown, they are forced to confront isolation, impossible decisions, and the true weight of survival beyond Earth. Each new planet offers hope, but also raises a question that cannot be ignored. What must be given up in order for humanity to move forward?

Shot entirely in VRChat for Space Jam Festival 2026, TO SACRIFICE explores the limits of human endurance, the meaning of progress, and the price of becoming something more

Written and Directed by:

_ FROGMAN _

Produced by:

_ FROGMAN _

Odet1

nullnvoid

JadeNavras

STARRING

Robo Mantica

_ FROGMAN _

JadeNavras

Bahamut Omega

Score by: Mike Larrabee

Additional royalty free/ Non copy-written music provided by:

Fesliyan Studios / ​⁠‪@FesliyanStudios‬

Fuzzeke/ ​⁠‪@FuzzekeMusic‬

r/virtualproduction • • Apr 21 '26

Showcase AI Material & FX Studio - Gemini-Powered plugin for UE

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0 Upvotes

Hey everyone!

I got tired of manually wiring the same math nodes for translucent water, glowing emissives, and clear coat materials, so I spent some time building a native C++/Slate plugin that hooks Google’s Gemini AI directly into the engine.

It's called AI Material & FX Studio, and I just put it up on Fab.

How it works under the hood:

Instead of a standard chatbot, the C++ plugin forces the AI to output strict JSON containing a native Unreal Python script. It uses unreal.MaterialEditingLibrary to actually spawn the nodes, configure the Blend Modes before spawning (so translucent materials don't compile black), and safely wires everything into the Result Node.

It doesn't download random web textures; it smartly generates TextureSampleParameter2D nodes so you can just drag and drop your own textures into the Details panel after it builds the graph.

The Niagara Workaround: Since we all know Unreal’s Python API for manipulating Niagara emitters is basically non-existent/broken, I built a workaround. If you ask it for VFX, the AI generates a JSON array of steps, and the C++ UI dynamically spawns an interactive checklist of checkboxes inside the editor so you can follow along and build the storm/fire/magic effect manually.

Secure API: You use your own free Gemini API key (it masks it like a password and saves it to your GConfig so it’s safe).

I'd love for you guys to check it out or let me know what you think of the Python execution approach!

Link to Fab: https://www.fab.com/listings/3f2d5efc-dc5d-4a14-9f5f-40790f461433

Documentation Link: https://docs.google.com/document/d/1561PcUAHcO3zuVTa27rJ4YMzXd_jVp5N6ax8xGxtad8/edit?usp=sharing

r/virtualproduction • • Feb 15 '26

Showcase Creating the Virtual environments for the Diablo Spotlight

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4 Upvotes

hey everyone, recently i create the 3 virtual sets used for the Diablo Spotlight that was just showcased and I wanted to give a breakdown of the process, challenges with each set and how those were addressed.

r/virtualproduction • • Jan 26 '26

Showcase My first Camera Dolly Move! - Before / After

16 Upvotes

r/virtualproduction • • Feb 12 '26

Showcase Cyberpunk Manifesto // Feature Film // Official Trailer // 2026

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1 Upvotes

I used Ue5 and Virtual Productuon to make my debut feature film premiering at The American Black Film Festival in May