Dreams : create, share & play [PS4, PS5]

Oh, I don't see it as a serious new content creation tool. It's just a nice feature to have. Say a good sculptor was just messing around in dreams and modeled something that actually looks pretty good. He has this neat option to export it so he can re-model it in maya or what not if he so wishes.

Or, imagine your daugher made this beautyfull piece in dreams, and you can export it and 3D print it somewhere. Now that is very cool.

I don't think it will be super widely used, but definetly will come in handy for a few people here and there.

I was surprised by MM giving option to use Dreams model in Unity or other polygon based rendering Videogame engine. I think 3d print option is more useful...
 
I don't think it will be super widely used, but definetly will come in handy for a few people here and there.
Yeah, it's definitely cool. I think 3D print is where it'll really shine. Your post was in reply to discussion about Dreams exports in game engines, so I assumed when talking about artists you meant game artists making game art. ;)
 
Then you needed to explain that when you made your point and reference. That aids discussion no end!

As for 3D scanning as a content creation system for a hypothetical SDF game engine created by a third party (Unity or Unreal), if we assume someone implements it beyond a paper and into a real product, it'll only solve some problems. Animation is still going to be difficult. Realistic people is likely a long ways off. That alienates a lot of games immediately. For creating static assets like scenery you could scan them in but you then limit yourself to what you can find/make and scan. It's not particularly useful outside of some specific game styles. Realistic open world adventure games might do exceptionally well where the characters needn't be realistic. VR haunted house games could be incredible in SDF using real world scanned materials.

Why? Polygons have a massive legacy providing tools and resources. Polygons solve every issue a game needs, including accurate human rendering and animation. How is an SDF engine better for smaller devs?

Having a engine where the simplest design look good will be very beneficial to small dev teams & could be one of the best things to happen in gaming in a long time.

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Having a engine where the simplest design look good will be very beneficial to small dev teams & could be one of the best things to happen in gaming in a long time.

The above scene looks good because of the lighting, which has nothing to do with distance fields vs. polys
 
The above scene looks good because of the lighting, which has nothing to do with distance fields vs. polys

So true the only advantage of Dreams rendering technic is the possibility to use more dense geometry, prefiltered edge aliasing and prefiltered LOD. The refinement renderer is even better adding no shadow maps for shadow in the mix... But it was not convenient for Dreams art design and probably need a more powerful console than PS4 to be usable...

Throw all the graphic pipeline, physic engine of polygon based games is a huge problem. And programer and artist lose all experience they had with polygon based tools or games engine...
 
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And why do you think it has such good lighting? Point based rendering.
The lighting is volumetric. The drawing is point based. It's possible to combine the volumetric lighting system with other drawing techniques - MM tried a few themselves. that said, there is a synergy between BubbleBath's volumetric lighting and rendering. However, it's not a look exclusive to their rendering model. The Tomorrow Children is doing similar, although a step down, with triangle rasterising. We'd just need a suitable volumetric lighting (and shading) engine plugin for Unity/UE to get similar results.
 
The lighting is volumetric. The drawing is point based. It's possible to combine the volumetric lighting system with other drawing techniques - MM tried a few themselves. that said, there is a synergy between BubbleBath's volumetric lighting and rendering. However, it's not a look exclusive to their rendering model. The Tomorrow Children is doing similar, although a step down, with triangle rasterising. We'd just need a suitable volumetric lighting (and shading) engine plugin for Unity/UE to get similar results.
Their SDF approach also gives them for instance a good ambient occlusion approximation, which helps the lighting system.
 
Unreal 4 already has support for distance field based Ambient Occlusion. From what I remembered, I though most of Dreams lighting was just standard deferred lighting, nothing special about the rendering being point based.
The system does have advantages when you use the fuzzy/paint-brushy textures MM demonstrated in other instances, and it also has very good DoF at extreme apertures, but none of that really shows in that specific screen...
 
The rendering engine is changing everyday from what Alex Evans told on twitter. He said they have enough to do a new SIGGRAPH presentation now.
 
Gah that's so far off ... Hopefully beta much sooner then.
 
Gah that's so far off ... Hopefully beta much sooner then.

Wow, hasn't this already been under development for 3 years? Or was it 2? As small as their team is, sony has to have given them a fatter budget for this one (compared to the lbps, that is)
 
Dreams is a rather risky project, I "doubt" they have given MM the same budget of ND or Guerrilla Games that are making/working on way more mainstream titles/genera and most likely to become profitable.

We still live in a world where LBP lost its appeal, Project Sark failed and Minecraft works because it's super simple to make anything.
A UGC game where you sculpt your own creation and create small games instead of small levels it's already destined to have a limited audience and I think we are "lucky" it even exists.
For instance I sincerely doubt EA and Ubi or Activision would've given Dreams a chance if MM proposed it to them.
 
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Wow, hasn't this already been under development for 3 years? Or was it 2? As small as their team is, sony has to have given them a fatter budget for this one (compared to the lbps, that is)

It is 4 years the R&D begin in 2011 with a sculpting prototype on PC. But they were less than 10 people on the project for a long time and now they are 30 people's from what Alex Evans said. Maybe more since the end of the development of Terraway Unfolded DLC.
 
Wow, hasn't this already been under development for 3 years? Or was it 2? As small as their team is, sony has to have given them a fatter budget for this one (compared to the lbps, that is)
I don't think more people would have helped. MM have been working on the concept and engine before the game. It's taken 4 years to refine that to the point they have an engine ready for content that other people can work on. However, up until that point you had a few key minds working things over, and you can't accelerate that sort of RnD by throwing people at it. The iterative process of trying, failing, and trying something new, was essential to get where BubbleBath is now I think.

'Same old' can be thrown out every year or two with mild improvements. 'New' takes longer.
 
I think you misunderstood me. I don't think they should have a bigger team. I just believe this is taking a longer development time then the lbps did, thus, I assume it's got a larger budget than those had back then.
 
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