I’ve made multiple “small enhancement” posts that have gone under the radar, so decided to put in the shortcomings (imo) that I’m seeing with the Unity Physical Camera and with HDRP from a Cinematic point of view
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The Physical camera has one missing function / slider : Focus. Where is it? There’s focal length, fov… etc
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The implementation of DOF and Exposure is convoluted at best from a Cinematography point of view. It’s hidden in a “Volume” that gets activated from a separate section. It should be part of the Camera “module”
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ISO and Shutter are non functional until an “exposure override” component is added to a postprocessing volume (?!)
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Important:
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As in the below pic:
A UI / GUI can’t be built (unless you are a coder) to access values such as Aperture/ DOF/ ISO as they aren’t exposed in the normal Camera block. The team responsible for coding the Physical Camera need a cinematographer on the team.
- Depth of Field is way off compared to real world cameras as mentioned in other posts. (Bug) Depth of Field is not taking physical values into account properly.
- It’s a Pita to get Dof working the way nornal cinematographers do - using Focal length/aperture and the (Missing!) focal ring/slider.
HDRP issues:
- A rendertexture camera behaves erratic in VR (infinity mirror effect), flipped texture etc.
@Matjio This one might be of interest: It would make sense to integrate and “expose” the UnityRecorder package functionality so a Gui / UI button can trigger a recording from a “Virtual Production” point of view.
Why has it taken so long to build a VCam based on Arkit/Arcore, with WebRTC and RenderStreaming (UE4 call it pixel streaming).
All the pieces are there, if there is already a team in place looking at VP with Unity - these don’t need budget allocations and can be put together in a week.