Thx m8s..
Quote from: Mahnmut on July 03, 2013, 11:11:26 PM
Hi Bjur,
Very impressive iceworld!
The only thing I´d add would be some more contrast between translucent, specular darker ice and the snowy rough kind you have.
Best Regards,
Jan
Thank you Jan.
You are definitely right about contrasts, colors and stuff (in the case of a final animation).
But i need to create my final scenes with "relative neutral" contrasts, colors and a fix, linear gamma, as my sequence outputs will be high res. EXR's which i want to rape later in the post when final gradings, possible particles and 2nd/3rd party contents comes together.
Also, the main focus itself wont lay on the landscape or close ups of it that much.
Unfortunately i'm render all TG scenes and other needed stuff at home i guess.
In the end, there wont be lots of layers or special nodes for simulating a shiny, sparkling and realistic reflecting snow in all - for the sake of render time.
The snow and surface itself needs to be kept much simple as possible with a minimum number of surface layers and fractal break up's, even in final scenery's.
I'm aiming at average ~5-6 minutes per GI frame @ 2880 x 1210 pix. with low detail and AA and tweaked GI. Final short resolution will be 1080p.
I hope TG3 will be able to safe me some additional render time per frame.
But the good thing is, in animations generally, scenes don't last longer then just a few seconds most of the time.
Imagine slight motion blurring, particles here and there and other moving and focused contents.
Most of the high detail things which give you a "real" or more realistic feel or vision you would like or need for enjoying a high res. still for example, won't be seen or recognized that much in most cases animation wise. They are just killing your private render capacities.
I just hope this fact will work radical well to my favours too..
Nevertheless, with own hardware/render capacities and limitations in mind, it's hard to find a balanced look for an animation which isn't looking too "simple" like usual in game game graphics or just "cheap" in all by using simplest terrain setups, meh..
These days/weeks i want to give additional layers a try for proper snow intersection, additional colors and/or surface breakups. Texture mapping is another point.
Sunset and cloud scenes are also planned. So there may be some more base layers/fractal breakups in the future - beside my actual minimal TG base setup for the project.
Here is a kind of fast "concept art" i just have thrown together for this post now. It shows my approach of creating content even with simplest setups which i hope may work for my project and wished-for minimum visuals. Of course this example is shrinked and compressed and there won't be any "old school" Space Shuttles from the internets in the end..! ^^