looks like Unity is branching into a complete seperate tech tree here i doubt that this means that the Unity Engine pro subscriptions will include any modules from Weta And certainly they will not transform the Weta core tech over to be based on Unity Engine mabye tight integration for data exchange or so , but i think that Weta tech will stay a complete seperate tech branch and development teams
Yeah, it's a tool investment IMO, Weta have some magic tools in development, of the top of my head they have this
Manuka:
Manuka is the flagship path-tracing renderer used to generate final frames
and is able to produce physically accurate results based upon specific
spectral lighting profiles.
Gazebo:
Gazebo is the core interactive renderer used for viewing scenes in real
time with visual fidelity inside any pipeline attached application. Since
the Gazebo real-time rendering of the 3D viewport approaches the same
results from Manuka, artists can iterate in context of the final frame
regardless of which application they use. Gazebo is also the core of the
production pipeline for pre-visualization and virtual production
workflows.
Loki:
Loki provides physics-based simulation of visual effects including water,
fire, smoke, hair, cloth, muscles, and plants. Physical accuracy for
complex simulations is delivered through the use of cross-domain coupling
and high-accuracy numerical solvers.
Physically-based workflows: Tools including PhysLight, PhysCam, and
HDRConvert provide the foundation for lighting and color workflows. Using
these tools, artists can create spectral-based lighting and accurately
replicate effects of different lenses, sensors, and other parts of the
pipeline, resulting in a physically accurate rendering workflow for both
Gazebo and Manuka.
Koru:
Koru is an advanced puppet rigging system optimized for speed and multi-character
performance. Using Koru, technical directors and developers can create
constraints, rigs, deformers, and puppets to support high-performance
animation, cloth simulation, and similar applications.
Facial Tech: Facial Tech provides advanced facial capture and manipulation
workflows, using machine learning to support direct manipulation of facial
muscles and transferring actor face capture onto a target (puppet) model.
Barbershop: Barbershop is a suite of tools for hair and fur that supports the
entire workflow from growth through grooming. Artists can use a
combination of procedural and artist-guided tools to grow hair and fur,
adjust growth patterns, and groom the final model. Advanced procedural
tools support concepts such as braided hair, and the resulting models are
simulation-ready to provide realistic dynamics resulting from motion and
wind.
Tissue:
Tissue enables artists and animators to create biologically accurate
anatomical character models that accurately represent behaviors of muscle
and skin, and transfer the resulting characters into simulation tools.
Apteryx:
Apteryx provides artists with a complete workflow starting with procedural
generation of feathers, hand sculpting, and grooming for animated
feathered creatures and costumes.
World Building: These tools include Scenic Designer and Citybuilder to support
world building, layout, and set dressing ranging from planet-scale to
small-scale scenes. With these tools, artists can procedurally create
scenes with node graphs, place content programmatically, and manually
adjust placement.
Lumberjack: Lumberjack provides the core toolset for vegetation and includes
modeling, editing, and deformation tools. Using Lumberjack, artists can
author and edit plant topology including animated geometry, manage levels
of detail, instancing, and variability among individual assets.
Totara:
Totara is a procedural growth and simulation system for vegetation and
biomes that integrates with Lumberjack to create large-scale and complex
scenes procedurally. Using Totara, artists can grow individual trees and
entire forest biomes, grow other vegetation such as vines, adjust growth
parameters and control biomechanics, add snow cover, and reduce the
complexity and size of scenes.
Eddy:
Eddy is an advanced liquid, smoke and fire compositing plug-in for
refining volumetric effects. Eddy allows artists to generate new,
high-quality fluid simulations and render them directly inside their
compositing environment.
Production Review: HiDef and ShotSub are the foundation for
production review. HiDef is a core tool for production review, with
features for note taking, version browsing, and more, integrated with a
color-accurate browser and playback engine. ShotSub is a core tool for
production review, with tools to prepare artist work for review with the
appropriate color space, frame ranges, and settings for frame rate and
resolution.
Live Viewing: Live viewing tools support the mixing of computer-generated (CG)
content in real-time with on-set camera feeds. These tools support live
mixing for on-set viewing, live compositing of CG elements onto chromakey
or other CG elements, depth-based live compositing and projection of face
capture onto a motion capture puppet.
Projector:
Projector is a production tool supporting scheduling, resourcing, and
prediction, with controls for data access and analytics to improve
production decision-making.
what i like is that nothing seems to work as you expected( re unity), life is more fun when you don't know whats around the corner( unity never works as you expected)
Replies
i doubt that this means that the Unity Engine pro subscriptions will include any modules from Weta
And certainly they will not transform the Weta core tech over to be based on Unity Engine
mabye tight integration for data exchange or so , but i think that Weta tech will stay a complete seperate tech branch and development teams
And now Ziva.
https://blog.unity.com/technology/welcome-ziva-dynamics