Immersive Design 4: Test Renders

This first test render shows an early version of the environment when the full area was lit up. There was an error with this render as the camera is faced the wrong way. This is due to how the 360 render works in Unreal as the start point will always be the start rotation of the camera when it is imported into the scene. I couldn’t figure out a direct fix so I instead rotated the entire environment so that it would face the right way. Flickering can also be seen on parts of the environment in the back. I couldn’t figure out why this was happening either which is one of the reasons I darkened this area as well as having no purpose for the animation.

My second test render shows experimentation with implementing the simulated embodiment. This test allowed me to figure out that the camera was a bit too far away from the elevator button as it isn’t realistic for the player to be that far from their hand. I also decided to render in 8K resolution for this test. Compared to the first test there was a noticeable increase in visual fidelity without the render times changing that much. From these results, I decided to render my final project in 8K resolution as higher visual fidelity would better immersive the users.

The final test render shows the final iteration of this office environment in which the important parts are the only parts lit up. It shows how I adjusted the position of the camera to better match the player hand as well as showing how I implemented the “navigation”. The elevator that the player fades into is actually a different one as I wanted to match the rotation of the camera so I duplicated the elevator facing the other way for when the player moves into the elevator.