Author Topic: BobbyStahr's 123rd attempt  (Read 1073 times)

Offline bobbystahr

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Re: BobbyStahr's 123rd attempt
« Reply #15 on: February 27, 2018, 08:18:04 PM »
I really like this one, it's like nothing else here so far.

Agree. Its Dali'esque. Almost a cross section of you playing the guitar Bobby. Keep playing fella.

Thanks for noticing it's Dali-esque nature, I've tried to keep much of that while eliminating the 'spikes' Dune disliked and I felt were a bit inappropriate where they were. scale in the FracWarp shader controlled them nicely.. At hour 13 and looks like at least 2 more before it's done.
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Offline bobbystahr

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Re: BobbyStahr's 123rd attempt_Final
« Reply #16 on: February 28, 2018, 05:55:44 AM »
Well 22 37 09 later here it is...
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Offline Dune

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Re: BobbyStahr's 123rd attempt
« Reply #17 on: February 28, 2018, 06:21:44 AM »
Despite the enormous render time, it's pretty cool! I think you can set this or similar up to render quicker though.
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Offline ajcgi

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Re: BobbyStahr's 123rd attempt
« Reply #18 on: February 28, 2018, 10:35:00 AM »
This is really great! I opened an old scene here to work up for a new pitch and it was dog slow. 2 things at fault were displacements on many PFs being used for colour and the alpine fractal shader. I regularly kill displacement on new colour shaders as they can trip you up speed-wise especially if they're still at default scales and so on. The alpine fractal I will shortly kill by converting it to a heightfield only. ;)
If you work back through your scene switching node after node off you'll figure out the bottleneck eventually.

Offline mhaze

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Re: BobbyStahr's 123rd attempt
« Reply #19 on: February 28, 2018, 11:17:01 AM »
I really like this.

Offline luvsmuzik

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Re: BobbyStahr's 123rd attempt
« Reply #20 on: February 28, 2018, 11:27:07 AM »
AMAZING! Inside out and back again! Really really good.

Offline bobbystahr

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Re: BobbyStahr's 123rd attempt
« Reply #21 on: February 28, 2018, 01:52:39 PM »
Despite the enormous render time, it's pretty cool! I think you can set this or similar up to render quicker though.

Thanks Dune and heh heh, you could but me, as I concocted that for the most part by "happy accident", and me sayin' "Would y look at that, think I'll keep this" mainly because I had no idea how the heck I did it.  I checked and only the 2 compute terrains and one , a dangler on the end of the stack, doesn't figure into the calculations does it? If anyone is interested I could gather this and post it. there's only the Tibet House and one Dune grass that I could strip out.
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Offline bobbystahr

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Re: BobbyStahr's 123rd attempt
« Reply #22 on: February 28, 2018, 02:07:35 PM »
This is really great! I opened an old scene here to work up for a new pitch and it was dog slow. 2 things at fault were displacements on many PFs being used for colour and the alpine fractal shader. I regularly kill displacement on new colour shaders as they can trip you up speed-wise especially if they're still at default scales and so on. The alpine fractal I will shortly kill by converting it to a heightfield only. ;)
If you work back through your scene switching node after node off you'll figure out the bottleneck eventually.

First thing I checked was excess displacement on a few clip files and did prune some that weren't affecting the image, ie: added consciously by me.
I do use 2 iterations of the Classic Erosion plug in but don't really think its that. Any how this is finished and It will go over to the Comp now. It made it to my desktop image folder so that tells you I'm pleased with it...and I have had longer renders, one 42 hours for an interior scene with tooo many glass objects, and I did one for Andy that took 50 hrs. near nuff.
something borrowed,
something Blue.
Ring out the Old.
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bobbystahr

Offline bobbystahr

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Re: BobbyStahr's 123rd attempt
« Reply #23 on: February 28, 2018, 02:07:56 PM »
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

bobbystahr

Offline bobbystahr

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Re: BobbyStahr's 123rd attempt
« Reply #24 on: February 28, 2018, 02:08:41 PM »
AMAZING! Inside out and back again! Really really good.

thanks muchly...it was as much fun as frustration.
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Offline ajcgi

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Re: BobbyStahr's 123rd attempt
« Reply #25 on: March 01, 2018, 02:46:22 PM »
...and I have had longer renders, one 42 hours for an interior scene with tooo many glass objects, and I did one for Andy that took 50 hrs. near nuff.

There was a scene where I'm working now that I once left rendering while I went on holiday. The camera was scooting backwards down a valley in China, passing near trees and so on. At one point, it skims close to a hillside with lots of details, motion blur, tree etc. The frame approaching the hill and leaving shot up to 8 hours a frame on the fastest machines (24 threads at the time if memory serves) but one frame was super close. It was decided to let the machine rendering it keep ticking over as the log was showing it was still rendering. 10 days after it began, I got back from holiday to see it just about finish.  ;D

[edit]
Incidentally, that scene had something in I avoid now - lots of painted shaders overlapping. Some were raising terrain, some lowering, some flattening. I avoid all that now when I can.

Offline bobbystahr

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Re: BobbyStahr's 123rd attempt
« Reply #26 on: March 01, 2018, 02:51:24 PM »
..

[edit]
Incidentally, that scene had something in I avoid now - lots of painted shaders overlapping. Some were raising terrain, some lowering, some flattening. I avoid all that now when I can.


I avoid them as much as possible and there were none in my last scene as I discovered the penalty for their use. Ever look at a Painted shader in NotePad?   HUUUUUUGE.......as big as the rest of the file line wise.
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Ring out the Old.
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Offline cyphyr

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Re: BobbyStahr's 123rd attempt
« Reply #27 on: March 07, 2018, 01:01:42 PM »
Good cliff texture on the left abd the holes are weirdly interesting. Are they from the smoothing function on your imported terrain?
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Offline bobbystahr

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Re: BobbyStahr's 123rd attempt
« Reply #28 on: March 07, 2018, 04:14:23 PM »
Good cliff texture on the left abd the holes are weirdly interesting. Are they from the smoothing function on your imported terrain?


Honestly I've no idea how they happened or they might well have been more controlled, but as always I'm from the Andy school of TG-ing and I throw stuff at it and see what happens. Guess I should take a more methodical approach but I found doing that in music it all comes out very pedestrian and uninteresting....hence my confused images.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New

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Offline bla bla 2

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Re: BobbyStahr's 123rd attempt
« Reply #29 on: March 07, 2018, 06:38:57 PM »
Is pretty the picture, bob. ;)

 

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