Mars Animations

Started by nvseal, October 20, 2008, 03:44:34 PM

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gregsandor

You can also upload to www.veoh.com for better quality.

old_blaggard

Here it is on Ashundar: http://www.ashundar.com/terragen2_scenes_unexpected.mov

I have to say that it looks incredible at this higher resolution.
http://www.terragen.org - A great Terragen resource with models, contests, galleries, and forums.

Matt

Is it missing some frames? The vehicle moves like it's acting under Jupiter gravity, not Martian. Or are the Martians very, very small? :)
Just because milk is white doesn't mean that clouds are made of milk.

SteveScout

No, it´s not missing some frames, it´s intended like this.

The Terragen2-3dsmax-connection was established with the TG2-Max-Script from Emecstudios - http://emecstudios.be/index.php/plugins/planetside-software-terragen-2.html .

Big thanks to Davy Beunckens for writing this plugin and helping me out with troubleshooting creating the scenes.

And yeah, big thanks to "nvseal" of course for creating these landscapes for us for this trailer project. There will be more shots to come!

cheers,
Steffen
www.unexpected.de

Matt

Thanks Steffen. Looking forward to seeing more!

Matt
Just because milk is white doesn't mean that clouds are made of milk.

cyphyr

Quote from: SteveScout on October 22, 2008, 02:21:26 AM
No, it´s not missing some frames, it´s intended like this.

The Terragen2-3dsmax-connection was established with the TG2-Max-Script from Emecstudios - http://emecstudios.be/index.php/plugins/planetside-software-terragen-2.html .

Big thanks to Davy Beunckens for writing this plugin and helping me out with troubleshooting creating the scenes.

And yeah, big thanks to "nvseal" of course for creating these landscapes for us for this trailer project. There will be more shots to come!

cheers,
Steffen
www.unexpected.de

Damn that looks like an awesome plugin, wish some genius would write one for Lightwave ...

Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Oshyan

Holy hell that looks good! I love the rock monolith in the 3rd scene. Great work all involved. :)

- Oshyan

MacGyver

Now that's nice! ;D
I wonder how long this took to render ??? Seems a lot is possible with TG2... I'm looking forward to see more of this. It's all so fast, I have to watch it in slo-mo sometime ;)
What you wish to kindle in others must burn within yourself. - Augustine

tagan

question from novice:

animations in TG2 are like in T0.9? is it necessary to render each frame?
my computer works 4 hours for each image.....  :-\

QX9650 3GHz, 8GB ram ddr3 1333MHz 6.6.6.18, 1TB Raid0, XP x64 Professional.

which computer you have?
How long has worked your computer?

sorry if you do not understand what I write
Tagan, Rome - Italy
Intel QX9650 3GHz, 8GB DDR3 1333MHz 6.6.6.18, 1TB Raid0, nVidia 8800 GTX 768MB, XP x64 Professional and....
......a GREAT Desire to Learn Terragen 2

old_blaggard

Animating in TG2 is very different to set up, but you still render each frame one at a time. However, since you have a quad core processor, TG2 will take advantage of it and speed up render times.
http://www.terragen.org - A great Terragen resource with models, contests, galleries, and forums.

nvseal

Quote from: tagan on October 23, 2008, 11:58:54 AM
which computer you have?

While I cannot comment on the length of the render time I can tell you that these animations were rendered on a render farm.

SteveScout

Hi!
Okay, as for the render times - we experimented a little bit. The last shot in the sequence, with the gliders and the explosion in the hill, was rendered straight in TG2 with Motion Blur (0.3) in 1280x720. Render times were about 6 hours per frame.
We installed the maximum numbers of render licenses allowed with on TG2 Deep Animation, so the sequence took a few days on the render nodes and my own machine. I started two instances on my machine to use two processors for each running TG2-instance. For the future I´d wish unlimited render licenses (because the TG2 render times are just pure horror, so the drawback could be minimized a little bit for renderfarm-owners) and the availability to hook it up to real render distribution systems, like Autodesks Backburner for example.

For the shot with the car on the marsian surface we tested another approach. We rendered the sequence WITHOUT motion blur (2 hours max per frame), in the end rendered a detailed Micro LWO export from a high camera and loaded this geometry into 3dsmax. After a little rework on all the existing gaps this surface could be used to get a camera WSM projection from the main camera with the rendered TG2 sequence, the texture set to "mirro" instead of "tiling". So the edges, where motion blur appeared without a existing TG2 image, could be "faked". And then everything was rendered with Vray Motion Blur - saved a lot of time, but does not work with all landscapes, rather with planar ones like this. And of  course not with all camera moves.

These were our two approaches and for upcoming shots now we know which one to choose to get the result as fast as possible.

cheers,
Steffen

cyphyr

I've always felt that TG's motion blur was too slow to warrant the extra render time. Time wise it would still be quicker to render images bigger than you need, apply motion blur in your compositor package and crop out the edges where the motion blur don't quite make the grade.

Whats WSM projection?

Maybe its because I've not tried this with anything too complex (no overhangs, stones etc) but I'd use an orthographic camera placed above the centre of the scene to create the lwo micro export, no holes that way.

Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
/|\

Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

jcinbama


Mohawk20

Quote from: cyphyr on October 24, 2008, 08:36:41 AM

Maybe its because I've not tried this with anything too complex (no overhangs, stones etc) but I'd use an orthographic camera placed above the centre of the scene to create the lwo micro export, no holes that way.

Richard

I got a lot of holes trying that on a terrain with no overhangs... all these missing polygons, very frustrating...
Howgh!