Swaggletooth, I completely agree with what you said, but for this case in particular, it seems as though it has gone far beyond blocking, and toward final image rendering. I am curious about what exactly the ADG renderer is, and how it is implemented. They clearly label the shots in the film that are produced from the ADG…
So I've watched the recorded 'State of Unreal' presentation from GDC 2017 ( https://youtu.be/K6tRt7c2elU starting at 12:56)... One thing that left me overflowing with curiosity and a slight sense of WTF did I just see? - was John Knoll's very short piece on the ADG GPU renderer integrated into UE4 at ILM for actual final…
I did attend the GDC session and I'm beyond impressed. They rendered final frames (beauty, object ID and depth) straight from unreal at 9k using 64 frames of supersampling for motion blur. Then they piped that into the same comp network as the renderman renders and got results that were close enough that they were used in…