For this week's post in NVIDIA's "In the NVIDIA Studio" series, Senior Unreal Generalist Milan Dey shared a comprehensive breakdown of the Hidden Temple Of Itzamná project.
Continuing its In the NVIDIA Studio series, a series that showcases incredible artwork created by digital content creators from all around the globe and demonstrates how they leverage the power of NVIDIA Studio and GPU-accelerated workflows to create their projects, NVIDIA has released a new comprehensive breakdown that thoroughly explains how Unreal Engine 5 and NVIDIA's technology can be used in combination to create gorgeous 3D environments.
For those unaware, NVIDIA Studio is an ecosystem of fine-tuned hardware and efficient software powered by NVIDIA's GPUs, all designed to help you bring your vision to life faster than ever. Utilizing the power of NVIDIA Omniverse, a platform where creators can connect their 3D apps and collaborate in real-time, the ecosystem is a robust all-in-one tool that many artists, game developers, and content creators, both experienced and aspiring, are already using in their projects.
This week's In the NVIDIA Studio breakdown offers an extensive behind-the-scenes look at the incredible Hidden Temple Of Itzamná project, created by Senior Unreal Generalist for Virtual Production Milan Dey. In the breakdown, the creator provided a look at the reference-gathering workflow, detailing the processes of capturing hundreds of screenshots and browsing ArtStation, Behance, and Unreal Engine Marketplace to collect visuals and assets to set up the scene. Furthermore, the artist has also showed how the scene's blockout was set up to prototype, test, and adjust the foundational scene elements in Unreal Engine.
With the Hidden Temple Of Itzamná being a large-scale scene, Milan required a robust piece of hardware to make his vision a reality. As part of the breakdown, the artist explained why he used GeForce RTX 3080 GPU-powered ASUS ROG Strix Scar 15 laptop for the project and spoke about how it enabled RTX-accelerated rendering for high-fidelity, interactive visualization of the environment.
Additionally, the creator discussed using NVIDIA DLSS technology to increase interactivity of the viewport by using AI to upscale frames rendered at lower resolution while retaining photorealistic detail.
And finally, Milan provided a thorough explanation of his rendering and lighting pipeline, showing how his scene was lit with the HDRI digital image format to enhance the visuals and save file space and how UE5's Lumen was used to enhance realism, explaining how each camera angle was tweaked and customized, and sharing the process of exporting final renders with an RTX GPU.
"It's wild what you can do with a GeForce RTX GPU – using ray tracing or Lumen, the global illumination calculation is instant, when it used to take hours. What a time to be alive!" commented Milan Dey.