In crafting the cinematic trailer for The Witcher 4, our team set out to push Unreal Engine’s rendering system beyond its default capabilities, aiming to achieve a truly filmic look rooted in real-world cinematography. Our focus was on integrating anamorphic lens characteristics—such as realistic depth-of-field behavior, distinctive bokeh shapes, lens distortion, and optical flares—into a custom camera system.
This talk will dive into the technical challenges we encountered while developing this custom anamorphic camera setup. We’ll explore how Unreal Engine’s existing depth-of-field and lens distortion models needed refinement to properly replicate the optics of anamorphic lenses. From improving bokeh rendering to adding support for ST maps-driven lens distortion, we’ll walk through the key solutions that allowed us to elevate the trailer’s realism. Additionally, we’ll discuss how our approach balanced visual fidelity with real-time performance constraints, ensuring the camera system remained production-ready.
By bridging the gap between traditional filmmaking techniques and real-time rendering, we’ve expanded the creative possibilities for storytelling in Unreal Engine. This approach not only shaped the visual identity of The Witcher 4 trailer but also paved the way for future projects to achieve a more authentic and immersive cinematic experience.
Sara Batista is a Portuguese Software Engineer passionate about blending technology, art and people together. Her career encompasses teaching university tech courses, and developing and porting video games with Unity. Now as an R&D Developer at Platige Image, Sara focuses on cinematic projects and cutting-edge innovations in Unreal Engine 5. Her work involves exploring its advanced features, documenting key discoveries and providing support to artists and projects, all in pursuit of pushing the boundaries of real-time rendering and visual effects.