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Its free, has a lot of free content you can use to make stuff
Easy to make your own content and port it in
Large marketplace with props that can be purchased for cheap
And personally; i can just port any model from this workshop that i want to Unreal 4 in minutes.
I just cannot see quality in Source Filmmaker artwork anymore.
The definition of 'quality' with regards to artwork is really kind of subjective.
One person's criteria for 'quality' may differ greatly from another's, and with that comes differences in what is aesthetically pleasing from one viewer to another, among other things...
In overall rendering 'quality' I'd have to give it to Unreal 4, it definitely does a much better job handling FOV, DoF, AO, light and shadow processing, than SFM, IMHO...
Pick up Unreal 4. Learn the engine and you can make some amazing ♥♥♥♥ that SFM would NEVER ever be able to.
https://www.unrealengine.com/showcase/lazytown
Eat that, SFM!
In that respect, Source Filmmaker was, to be honest, kind of late, released on the tail-end of an already old engine, and many aspects of its interface and performance do show it up as being a largely improvised (and since forgotten) in-house tool rather than a constantly refined development environment.
So no, SFM doesn't compete graphically, and I rather suspect you knew that without making a thread about it.
However, I'm not actually certain that I much care, particularly when it comes to animation. For a long time, I've found that I don't really much "see" the graphics any more, but instead the aesthetics and motion.
When I'm drawn out of a scene watching an animated film, it's far more likely to be by a badly executed movement or an oddly proportioned character. (Ye gods, what is it with oversized eyes from some studios?).
That feeling comes at least in part from the main drawing style I've learnt, a line-art style (sometimes shaded, sometimes not) akin to Western comic-books, where photorealism is certainly secondary to aspects like pose and the psychology of how the viewer perceives the scene.
While the human brain is certainly wired in a way in which it immediately recognises and accepts a collection of black lines on a white background as looking a lot like a human, a collection of black lines on a white background actually looks nothing like a human.
In other words, I don't feel that photorealism is that key in capturing the viewer. There are lots of other ways of doing it, many of which are more damning if you get them wrong.
With that in mind, an argument based mostly on graphics isn't going to tempt me into the major commitment of switching over to an incompatible engine just yet.
Secondly, Unreal 4 can do EVERYTHING Source Filmmaker can do (in terms of scene building, rendering, final output) but at a MUCH more efficient pace, and it can produce a final render with a much better outcome. So, while you do not have to, as you say "switch to an incompatible engine" you must realize Unreal 4's ability to produce content that CAN be realistic is FAR superior to anything that Source Filmmaker can make. Not everything has to be hyper realistic. You can make things stylized, toon-based, or just make it look good in general. Hyper realism is not the ENTIRE focus of the Unreal 4 engine.
One thing i will also say is that Unreal 4 does what SFM does (once again in terms of SceneBuilding, rendering, etc) but much better.
I am aware.: :P
Yuup!