Show HN: I built an all-in-one virtual production platform for indies (sceneforge.app)
After being frustrated with the budget and learning curve requirements of the big names in the Virtual Production field, I decided to create my own all-in-one platform designed with beginners and less-technical folk in mind.
It takes complicated tasks in other engines (tracking, compositing, floor plans, etc.) and makes them two-click solutions. And, with the free companion mobile app, you can track cameras, scan your sets, and (coming soon) do full body motion capture!
There's a ton more features that I'm super proud of, and I'm open to any and all feedback! Thanks!
15 comments
[ 2.8 ms ] story [ 41.1 ms ] threadDoes it interact with Unreal and other established software?
Why do you specifically recommend a RTX1050 GPU?
Content can be imported in and out of SceneForge to/from basically any other 3D engine, including Unreal (a specific UE workflow video is available on the youtube channel).
The GTX 1050 is kinda a general "it will run very well" requirement, but from my testing it runs fine on most laptops with a dedicated GPU (and even some integrated ones!). Performance all depends on what you put in your scene. It also runs great on MacOS with Apple Silicon.
Hope that answers your questions!
That being said, you can add "In-Camera VFX" rigs to your scene and that should get you started with a single display.
You can take a look at the demo video here. The functionality has since been made available. https://www.youtube.com/watch?v=klXmX8KRUsM (Hope I'm allowed to post links!)
In the future I hope to make it more modular so you can have the ease of SF, plus the graphical power of Unreal, for example.
Any way for people to extend it ?
A basic macro language is in the works for quickly prototyping animations and things, but more advanced "modding" support is definitely being looked into.