A new Render Test.
just something nice ... and who needs a little luck ... just exactly observe the sky!
Quite simply constructed and rendered overnight at Pixelplow.
Plants Xfrog, the moon is a modified model of nicola3dmodels - found on TF3DM.
https://vimeo.com/173013136 (https://vimeo.com/173013136)
Originally I wanted to test only the camerawork for R2D2's way through the night. Through feminine intuition of a friend I have refrained from clouds and cloud animation. The shooting stars are just 200:1 stretched Terragen spheres with 0 Illumination at startup and 0.5 yellowish white illumination at end of their tracks.
This video version is a bit blurred because I didn't have time enough this early morning for the scaling up by graphics software (1280x720 >> 1920x1080). But so I know now that Magix is not very well suited for direct scaling up :)
The pixelplow job only needed app. 5-6 h to finish the 600 frames - it was 22$ at 0.8 up to 1.5 speed as I remember.
Because in the first 600 frames (of later 1000-1200) there is now visible landscape even my i7 only needed 5-6 minutes for the first frame:
[attach=2]
The endframe as below needed 1.5 h.
[attach=1]
Aww... so peaceful. :D
Those shooting stars are very effective aren't they?
thanks aj :)
Peaceful??
Sorry ... I have to apologize for the bad sound mix.. its just too loud. I was soooo tired when I mixed it this morning.... :o
Very good! Crickets really are that loud! Ever try to go to sleep with one chirping away? Ha!
Nice. The different angle of the Sternschnuppen are deliberate i assume (Xwings?) ?
Very nice effect and very smart idea, the long spheres. Pity the groundlevel render takes so long. For night shots, you might reduce a lot of things (mainly displacement, and good chance you don't need the compute terrain!).
Thanks :)
Kadri, I am just a lazy old man and cannot think in more than 2 (maximum 3 - if I open both eyes...) axis ;D
In fact in all animations I try to keep "natual" x,y or z directions for almost every movement. The less I must calculate and do experiments with angles and axis the more natural the animated movement will be. Movements in other than x,y or z directions usually cause many calculations and much trouble. ;)
Ulco I thought of it too, to reduce some details. But I want to keep the fireflies and let some of them fly deep over the ground so I must have a nice base to be illuminated. Perhaps (no - not perhaps! - surely! ;) ) I can reduce a bit rendertime with exchanging the "water-shader "puddles with reflective ones. In the daylight/morning renders I want to keep the water shaders because they cause that nice glittering shore around every puddle ("for free" - no blue nodes, additional shaders or anything ;) ).
Anyway meanwhile I am used to rendertimes of up to 2 hrs. 5-20 minutes is paradise up to 1 h is good, 1,5 is ok and above is hardcore... And depending on what is in the pipeline I devide my renderjobs between my PCs. And if I am very unpatient or want to finish soon, I give the job to pixelplow. (I am getting better and better to avoid / repair warnings and errors before gathering) :)
Edited 3:45pm
Kadri I just understood in a different way what you ment. The first 3 are same angle but different startposition. Only the last one has the 90° axis as direction. but the rest - same answer: avoid too much problems... ;)
Quote from: luvsmuzik on July 01, 2016, 08:12:58 AM
Very good! Crickets really are that loud! Ever try to go to sleep with one chirping away? Ha!
Depends on my mood... sometimes I like that sound and sometimes I even want to kill my ticking bedside clock...then they better stop singing ;D
Are the puddles a continous 'lake'? You might want to mask the puddles out, so all other invisble water isn't rendered. As I wrote in another thread, you can also use a reflective+ colors derived from the terrain into a surface shader on your 'lake'. If you set the highlights the same as in the water shader, you get your shiners, and for a moving area, still the idea of transprent water. And faster.
What a lovely place you have created. Wonderful ambiance and and sense of peace.
Niiiice....love the shooting stars...full success on that.
Thanks bobby and zaxxon :)
I just updated the videofile on vimeo. It is a little bit better now (more sharpness and the sound is not any more so overdriven)
Ulco, the puddles are only a surface layer on the road. Limited by a painted shader, highly smoothed and followed by a water shader because of the shore glittering. But for the night shots I'll give it a try to play with reflective shaders. I won't have to play with the colors so it's an easy way to test if rendertime decreases.
If YES - then later I will just have to learn how to use colors derived from the terrain into a surface shader... Sounds like blue nodes... makes me slightly panic ??? ;) ;D
;D