Home General Discussion

Unity acquired Weta

Replies

  • oglu
  • thomasp
    Offline / Send Message
    thomasp hero character
    Something cloud integrated VFX procedural simulation tool pipeline realtime next-gen engine industry leading cutting edge workflow. Can't wait for the teaser trailer!
  • spacefrog
    Offline / Send Message
    spacefrog polycounter lvl 15
    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
  • oglu
    Offline / Send Message
    oglu polycount lvl 666
    Usually such big development tasks are planned in 5 year steps. Lets talk in 2026 again.
  • littleclaude
    Offline / Send Message
    littleclaude quad damage
    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.

     

     


  • Ruz
    Offline / Send Message
    Ruz polycount lvl 666
    They are goiing to turn everyone in to nested prefabs now
  • oglu
  • SnowInChina
    Offline / Send Message
    SnowInChina interpolator
    cant wait until everything in unity changes again and we have 37 new renderpipelines to choose from and the resulting addoncapolypse
  • Ruz
    Offline / Send Message
    Ruz polycount lvl 666
    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)
  • oglu
Sign In or Register to comment.