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General => Image Sharing => Topic started by: DocCharly65 on June 25, 2015, 03:31:25 AM

Title: The Bike
Post by: DocCharly65 on June 25, 2015, 03:31:25 AM
Unfortunately the Harley Davidson at my Poolhouse had too many mistakes, I wasn't able to correct, so I searched anew Motorcycle.

I like this yamaha (by frugurt / found on TF3DM)

I needed app. one week identifying and repairing normals and  some more detail work. But now animation is rendering...
Some details are still not 100% as I want but will be unnecessary for the animation (5-6 seconds / rendertime 1 week)

On the floor I first time used a selfmade bumpmap to get a better structure / texture of the floor plates...

[attach=1]

Enjoy  8)


Next step is planned with a shoe stepping in the picture, giving the viewer the imagination that someone is getting onto the bike and starts it.
Title: Re: The Bike
Post by: archonforest on June 25, 2015, 03:45:15 AM
This is cool man! I like the reflection of the house on the chrome parts.
Title: Re: The Bike
Post by: Kadri on June 25, 2015, 04:55:34 AM

I like the POV and the DOF.
Title: Re: The Bike
Post by: Dune on June 25, 2015, 08:00:00 AM
Great, but I miss some GISD darkening under the tyre.
Title: Re: The Bike
Post by: Hannes on June 25, 2015, 08:29:52 AM
Me too, it looks a bit like the bike is floating. And I think the tire tread is way too deep for such a bike. I assume it's not a motocross bike, right?
The texturing looks great though and the background as well.
Title: Re: The Bike
Post by: DocCharly65 on June 25, 2015, 09:06:29 AM
You re right Dune and Hannes.

Unfortunately I had to reduce the darkening until the undesirable side effects were gone.
I don't know, how the GISD exactly works but it seams to put darkening to every border even if it doesn't make sense.

Here is a pic before I reduced occlusion weight in the GISD:

[attach=1]

You can see the bad black border at the plant in the pot on the right. I reduced occlusion weight in small steps until the plant and pot were OK. I still see a rest of the darkening on my monitor but you're right it's almost gone.

But forgive me... this procedure to find a setting without that black borders was almost 7 hours so I lost patience...

Sorry Hannes - same for the tyre. After 36 hours separating parts with negative normals which were combined with parts with correct normals... and these combined parts again combined with other parts... with mixed negative and positive normals...

Pfffff....  ;)

I'd say the owner of this strange Poolhouse with the Rottweiler and ducks in the pool has put motocross tyres on this bike though he shouldn't  ;)
Title: Re: The Bike
Post by: Kadri on June 25, 2015, 09:54:51 AM

I vaguely remember that GISD together with DOF might be problematic sometimes.Not sure.
Is there any unneeded darkening without DOF?
Title: Re: The Bike
Post by: DocCharly65 on June 25, 2015, 10:08:40 AM
Kadri, maybe you got it...

I had a test without blur (for fast rendertime) some time ago and did'nt have these problems.

Also in the living room in the poolhouse (with less blur effect) I didn't recognize this problem. It was there but not so bad.
Title: Re: The Bike
Post by: Oshyan on June 25, 2015, 05:45:17 PM
GISD and DoF indeed do not work well together at present. I would suggest using GISD and rendering out a Depth Pass element and use that to create DoF in post processing.

- Oshyan
Title: Re: The Bike
Post by: DocCharly65 on June 25, 2015, 07:15:57 PM
Oh thanks for that info, Oshyan.

It's bad news on one hand but good news to know that I was not too stupid using GISD correctly :)

I already thought about a similar version like you described.
If the animation looks too bad (I don't really think so) I wanted to restart a cropped animation at the area around the wheel and add this area in postprocessing. I will see on saturday.
Title: Re: The Bike
Post by: Cocateho on June 25, 2015, 08:19:21 PM
Looks great! Now if there was some way you could distort the tire to make it look like it was really bearing some weight? Not sure how doable that would be but it would definitely add realism.
Title: Re: The Bike
Post by: DocCharly65 on June 26, 2015, 05:26:41 AM
Thanks Cocateho.

I have good news and bad news for you...
The good news: I have really really tried to flatten the bottom of the tyre... (the last months several times... and today once more again)
The bad news: No chance with my knowledge and my equipment.

Don't be sad, instead of that I found another mistake and I can (and I think I will) repair it...
Guess what this is and where I will mount it  ;)

[attachimg=1]
Title: Re: The Bike
Post by: j meyer on June 26, 2015, 01:04:35 PM
Flattening the tyre and making a bulge can be done in Wings - for a still that is.
Don't know how and what to do for an animated tyre though.
The disc of the brake seems to have some problems.Can't say what from looking
at the picture,maybe bad topology.
Title: Re: The Bike
Post by: Clay on June 26, 2015, 01:59:39 PM
Quote from: j meyer on June 26, 2015, 01:04:35 PM
Flattening the tyre and making a bulge can be done in Wings - for a still that is.
Don't know how and what to do for an animated tyre though.
The disc of the brake seems to have some problems.Can't say what from looking
at the picture,maybe bad topology.
The polys just need smoothed on this disc brake
Title: Re: The Bike
Post by: DocCharly65 on June 26, 2015, 02:08:30 PM
Thanks Jochen and Clay
I have already checked what's about the disc of the brake.
I have already checked the bad topology but at the moment it's too difficult with my knowledge to repair.
Smoothinng unfortunately doesn't solve the problem.

In Wings3D it looks like this:
[attach=1]

My procedure with smoothing other objects worked good like this:
first I check that all parts are combined to get one single part
then autosmooth (seems to make sure that all parts are calculated together in relative correct direction)
then smooth
usually I get a better and smoothed object with more polygons.
But here I get a strange object like this:
[attach=2]

rendering without reflections the not modified object seems to have no problems but connecting reflection shaders I get things like these triangle areas as you see.

But when I checked meshes of high priced top quality bikes on turbosquid (100$ and more) they all seemed to be constructed with similar techniques to get the holes in the disc...



The tyre...
I could identify the tyre parts of the object:
[attach=3]

But I have no idea how to deform a special area.
Also working with single faces didn't give me a solution.
I still  hope people will not look too detailed and strict on the animation ...  I have still more than 23000 images in more than 20-30 scenes/shots to work on... just too much to finish until 2020  ;) ;D :o
[attach=4]
Title: Re: The Bike
Post by: Kadri on June 26, 2015, 02:20:24 PM

What you say about "Smoothing" looks more like subdividing (it already looks sufficiently subdivided from what i can see) and because of the structure it gets worse.
I would try with the original in Terragen first and see how it looks.
If you did this and the polygons looked bad, the easiest way is to smooth (not subdividing) it in Poseray and see how it looks again.
Title: Re: The Bike
Post by: DocCharly65 on June 26, 2015, 05:05:44 PM
It seems a bit more complicated, Kadri
As I understand, there are 3 ways subdividing and 2 of them are also used for smoothing in Wings3D.

But I am not sure and still only use the program for some little repairs. I also gave Poseray a chance but I  did not understand anything there... even didn't get any kind of object loaded...  ::) ;D

Just my intellectual limits, I guess ;)
I have learned now I think 2% Terragen after 1 year, and 0.001% Wings3D...
Just too much input...  ;)

But some good news here:
I've cut some of the latest developments together and the film should be on-line on youtube in 1 - 2 hours.

I'll open an animation post when upload and conversion is finished...
Title: Re: The Bike
Post by: Kadri on June 26, 2015, 05:21:37 PM

LOL!

If you want upload the file to me.I have time to have a look at it.
If you don't want or can't you can trow only the tire or the disk even :)
Title: Re: The Bike
Post by: DocCharly65 on June 26, 2015, 05:33:16 PM
 ;D

Thanks Kadri... I guess you will get good chances to be mentioned in the movie credits in 2020 :D

Upload will not work (80MB), but I will look for the link where I downloaded it... one second...
... another second - I'll find it!...

Yepp - here it is...
http://tf3dm.com/3d-model/yamaha-34896.html (http://tf3dm.com/3d-model/yamaha-34896.html)

I have seen the identical bike in some archives.  I am not sure who is the original artist...
This one seems to be the same ( perhaps I even tried this one):
http://tf3dm.com/3d-model/yamaha-xvs-1100-61103.html (http://tf3dm.com/3d-model/yamaha-xvs-1100-61103.html)

And I am curious if you see in this model also many many wrong normals...

Hey - 10 minutes until youtube upload is finished ... perhaps 10-20 more minutes converting...
Title: Re: The Bike
Post by: Kadri on June 26, 2015, 05:48:54 PM

:D
Title: Re: The Bike
Post by: Kadri on June 26, 2015, 07:37:31 PM

Doc i tried to have a look at the file. In Poseray and Lightwave guess which part did not show up at all?
Yes the front tire.Doh!

Then i used an online converter to export as an OBJ file. The bike showed up in Terragen and Lightwave without problem.
Actually there was a part completely missing and there might be some other problematic parts but it looks more like a converting problem.
Title: Re: The Bike
Post by: Kadri on June 26, 2015, 08:06:48 PM

Look for yourself Doc.

Title: Re: The Bike
Post by: DocCharly65 on June 27, 2015, 09:47:43 AM
Hey you're good, man
realy very good!
Title: Re: The Bike
Post by: DocCharly65 on June 27, 2015, 09:52:12 AM
.
.
.
but I am too  ;D 8)

[attachimg=1]

But it was really hard work.
I have examined some models and found one with "good" brake disks.
Also it needed some research to find a converter that didn't destroy them.

Then I loaded the bike-objects (I used in TG) into Wings3D and exchanged the discs.



Title: Re: The Bike
Post by: Cocateho on June 27, 2015, 11:22:07 AM
Nice addition!
Title: Re: The Bike
Post by: Kadri on June 27, 2015, 11:59:06 AM

Yes that is it :D
Title: Re: The Bike
Post by: Kadri on June 27, 2015, 12:03:31 PM

Converting is problematic sometimes.What did you use by the way?
Mine was the same as i used for WASasquatch's thread lately:
http://www.greentoken.de/onlineconv/
Title: Re: The Bike
Post by: DocCharly65 on June 27, 2015, 12:12:09 PM
Most times I use the same converter (if I cannot convert on my own with Wings3D)
Helpful app!

In this case I tried meshconvert.com
But you can't use it for big models - it's limited to 15mb upload.

I had good luck that my "brake-disk-repair-yamaha-file" was smaller.
Title: Re: The Bike
Post by: Kadri on June 27, 2015, 12:14:01 PM

Thanks.
Title: Re: The Bike
Post by: j meyer on June 27, 2015, 12:59:44 PM
Nils,looking at your Wings screenies it seems that your conversion process
destroyed all of the creasings of the original model,if there were any at all.
It's very common that certain formats can't be converted without loss.
Especially creasing.(In Wings creasing=hard edges)
And just subdividing (smoothing) doesn't do anything good to most models.

As for the tyre flattening PM or email me and I'll try to guide you through
that process in Wings,only if you want of course.
Title: Re: The Bike
Post by: DocCharly65 on June 27, 2015, 02:38:29 PM
Thanks Jochen, PN is on the way.

Meanwhile I have in fact learned that some conversion methods and converters give back destroyed models or model parts...

I think the Yamaha is now stuck together from 2 or 3 different sources to get all "good parts"...  ;D
Title: Re: The Bike
Post by: bobbystahr on June 27, 2015, 04:58:02 PM
Well I dl'd that Yamaha from the link, ran it through PoseRay and made the Groups match the Materials, added maps for the glass light objects, brought it into TG3 and textured it further there. No problems here
Title: Re: The Bike
Post by: DocCharly65 on June 27, 2015, 05:30:10 PM
Hey - also nice render  :)
I cannot surely identify when my files were damaged.

Could have happened because I did not use Poseray. Maybe I used the wrong converter... It is also quite possible that I have just caused the problems during disassembly and storing as separate OBJ files (for my animation plans).

Anyway I have the bike now as I wanted it... the boots-animation will work and and with much luck and help from j meyer I even get built the flattened tyre  :)
Title: Re: The Bike
Post by: bobbystahr on June 27, 2015, 05:38:43 PM
Quote from: DocCharly65 on June 27, 2015, 05:30:10 PM
Hey - also nice render  :)
I cannot surely identify when my files were damaged.

Could have happened because I did not use Poseray. Maybe I used the wrong converter... It is also quite possible that I have just caused the problems during disassembly and storing as separate OBJ files (for my animation plans).

Anyway I have the bike now as I wanted it... the boots-animation will work and and with much luck and help from j meyer I even get built the flattened tyre  :)

Thanks Doc...
You can break models up in  PoseRay as well, just untick anything in the Groups that you don't want to save, give a specific name like 'tyres' or the like ans export. Reload the model and start again with the next part. I've done a bit of this in my stained glass frustrations...
Title: Re: The Bike
Post by: DocCharly65 on June 27, 2015, 05:51:00 PM
Thanks, too, bobbystahr.

In principle I do exactly the same in Wings3D. I can select parts and export them directly to obj files or combine them, hide parts of them and other things.

That program feels easier to work with for me - but that is just my subjective experience.
Also I'm at the limit with my free time at the moment. And these Programs just need much time to learn.
Perhaps one day the haze in front of my eyes will dissolve and I will be able to use Poseray too...  ;)


...hey... when I began with TG3 I just thought I will play a little with ready to use objects... now I am poking around in so many objects for my special wishes... crazy ...   ;D
Title: Re: The Bike
Post by: bobbystahr on June 27, 2015, 06:05:54 PM
Quote from: DocCharly65 on June 27, 2015, 05:51:00 PM



...hey... when I began with TG3 I just thought I will play a little with ready to use objects... now I am poking around in so many objects for my special wishes... crazy ...   ;D

Heh heh heh, ain't that just the way it goes eh. I was at the start more interested in TG3 as a renderer than a landscape modeler as my 3D app was ancient and TG's was totally up to date by my lights. Now I think I need an XP machine to load Imagine 3D as it won't install due to a missing dll....sigh...not about to mess about with this one having just got it back....runnin fine....
Title: Re: The Bike
Post by: DocCharly65 on June 27, 2015, 06:26:17 PM
...Heh heh heh (you would say ;)  )
Guess what I'm doing this moment...

Reading a German edition of the Poseray manual!!!

And first success:  The cause why it didn't work when I tried last time: The model was rubbish and wasn't shown correctly. I tried the Yamaha frontwheel this time... AND  I  SEE  SOMETHING!!! (OK I now can turn it and look at it... another long way in front of me...

pfff... I must stop my behavior running after every suggested program like a dog after cars... but how????  ;D
Title: Re: The Bike
Post by: bobbystahr on June 27, 2015, 08:18:22 PM
Quote from: DocCharly65 on June 27, 2015, 06:26:17 PM
...Heh heh heh (you would say ;)  )
Guess what I'm doing this moment...

Reading a German edition of the Poseray manual!!!

And first success:  The cause why it didn't work when I tried last time: The model was rubbish and wasn't shown correctly. I tried the Yamaha frontwheel this time... AND  I  SEE  SOMETHING!!! (OK I now can turn it and look at it... another long way in front of me...

pfff... I must stop my behavior running after every suggested program like a dog after cars... but how????  ;D

I find Pose Ray outputs the most TG3 friendly .obj, Deep Exploration is also very good but I only have incidental access to that through my architect bass player  so mostly I use PoserRay. Bryce7 pro exports a decent .obj but has face and normal problems which can be fixed in Deep Exploration or  Wings3D so stick with Wings. Once you get it down you'll find it a good to great modeler...some good tutes on youtube as well.
Title: Re: The Bike
Post by: DocCharly65 on June 28, 2015, 04:52:47 AM
pffffffff...

... there is little air escaped from the tires ...
... renderjob is running for a test...

Sorry Jochen... found out on my own  8) ;)

Funny thing: If you have a good and suitable model first then it seems to be OK to work on it in Blender and to export to an obj-file.
I could just flatten the tires in Blender with a paintbrush. That's cool!

Cross your fingers that the render will look good...
1920x1080 with detail / AA at 0.4/5 will need several hours with all my reflections...  :o ;)
Title: Re: The Bike
Post by: bobbystahr on June 28, 2015, 10:18:17 AM
Oh yeah, Blender also out puts the TG friendly .obj as well. Forgot about that cuz I have never got past the interface in that program.
Title: Re: The Bike
Post by: j meyer on June 28, 2015, 11:01:03 AM
QuoteSorry Jochen... found out on my own  8) ;)
8) Cool,glad to see you found a way.
Maybe you soon can rig stuff like that for future animations.
Title: Re: The Bike
Post by: DocCharly65 on June 28, 2015, 06:19:17 PM
Wow, what a sleepless but enlightening weekend...

Here we see some testrenders of the "new" bike:
here I had already the new break disks and  the flattened tires. To see a little bit more of the deforming of the tires, I moved the sun.

I needed several tries until I found the right amount of flattening... but I say this is not too much but enough for a bike of this size and tires of this kind.

[attach=1]


Here I set back the sun (necessary for the context of the whole film) and also I recolored the chrome parts because they were too dark before. This is how it will appear in the "boots animation".

[attach=2]


Here I did some research from oldtimerreifen-moeller.de
So I learned not just to flatten the tires but also widen them on both sides a little...

[attach=3]

enough for this weekend...  ::) :)
Title: Re: The Bike
Post by: Kadri on June 28, 2015, 06:54:32 PM

Looks good.
Title: Re: The Bike
Post by: Dune on June 29, 2015, 02:00:13 AM
Almost perfect now. What a lot of work to deflate some tyres, in the real world it's less laborious to inflate some tyres.
Maybe some dirt on the wheels, Nils!
Title: Re: The Bike
Post by: DocCharly65 on June 30, 2015, 03:20:53 AM
Dear Ulco,  8)

I can prove that Dirt on motorcycle tires is not only unnecessary but also unrealistic!
Look here - it seems they added some dirt with a brush directly on the wheels...  ;D ;D ;D:
http://cdn.motocross.transworld.net/wp-content/blogs.dir/441/files/2013/01/PinUp_Marissa_wallpaper2.jpg (http://cdn.motocross.transworld.net/wp-content/blogs.dir/441/files/2013/01/PinUp_Marissa_wallpaper2.jpg)


In fact I did some tweaks... I added absolute slight wear and tear on the tires (in the shadow you anyway will not see much about it). And I reduced the bumpmap intensity of the earthen flowerpots (I think it's too much displacement)

...But that must be enough now... Shoe- and bike- Animation is rendering now... finished in... 2 weeks... pffff...  :o






Update: Must do the next step...  ::)  Contacted pixelplow... hope they can help me registering via Paypal...
Title: Re: The Bike
Post by: Dune on June 30, 2015, 06:54:13 AM
Yeah, I discussed the latter with Ty, and there seems a way somehow. Good luck, and I'd be interested if the PayPal system will work out, and I'll do the same, just hasn't been up to it yet.
Title: Re: The Bike
Post by: DocCharly65 on July 01, 2015, 03:07:48 AM
Bad news. Ulco
I got response yesterday afternoon:

Nils,

Unfortunately, we don't currently accept PayPal.  Credit cards are the only form of payment we presently accept.  Let us know if you have further questions.

Thanks,

Pixel Plow Support


Never mind... The old AcerPC is activated for rendering now too. Found an "easy" job with less populations for him  ;)
Now all my TG prof licences are in use... Cool - I've got my own miniature render-farm  ;D :o 8)



...................................

I did some test calculations for the "bike with boots" and all its reflections.
On my "highspeed monster machine" I need app. 60 min per frame. Means app. 12 days.

The render farms from the Planetside recource-links:



The ranchcomputing price calculator didn't show my processor, so instead of my i7 4790 I chose a i7 960 3.2GHz. (at home I could try again with cinebench for exact calculation)

But...

Hey ... app. 30 Minutes instead of 12 Days...!!!  (if it works) perhaps it's even worth the 121$ including the hope that it's much cheaper in reality because of my different Processor.

But on the other side for a non profit hobby project... (complete movie can be up to 23000 frames --- would be 5000-8000$ only render costs... with paypal-compatible farms and 1000-1500$ with pixelplow...

Also you will have unsuccessful renders (if you find out at frame 250 of 300 that you should better put some dirt on wheels   ;)  )

I really really hate credit cards - especially in internet... but saving up to 6000 bugs! ... :P ::) :o
I must do some really complicated decisions in the next days...

Title: Re: The Bike
Post by: Kadri on July 01, 2015, 04:27:33 AM

Yeah just because of those kind of factors i choose to render at half HD. Even that takes long depending on the scene.
That was the time i begun to cut here and there with other ways to get faster renders out by doing some work in programs like Hitfilm and Lightwave
then doing all work in Terragen and trying to use render passes-elements so much i can do.
Title: Re: The Bike
Post by: Dune on July 01, 2015, 10:35:54 AM
I wish you luck with your decisions, Nils. Hard, I know. But for $6000 you can have yourself quite a nice renderfarm, which can do more than just the one movie!
Title: Re: The Bike
Post by: DocCharly65 on July 02, 2015, 01:21:10 AM
OK - Visa is ordered...

You are right on one hand Ulco, but I did some calculations. Could be uneconomical for me to have a render farm.
Three PCs running 300 hours would be app. 54$ costs only for electricity (just calculated 3 x 0.3kW x 300h x 0.2$/kWh)
And I can't use 3 PCs for 2 weeks.

Maybe the calculation is very worst case - I estimated 300W per PC (in reality the power supplies of my PCs are 300W the small Asus, 500W the big Asus, and 200 W the old Acer. And I think, the power supplies don't use 100% at all even when the processor is running on 100% all the time ... e.g. graphic card isn't used on a high level)

I'm a little scared ... next weeks my annual electricity bill will arrive  :o :o :o
Good luck I don't use a freezer in my household  ;D

... Hey we have reached frame 30 of 300 after 1.5 days :)

[attach=1]

You can see there is a just very subtile slight glimmer of worn bright areas on tires and I added a few small areas with small stones.
Title: Re: The Bike
Post by: Dune on July 02, 2015, 01:30:14 AM
These little things like the few stones make it very realistic.
Title: Re: The Bike
Post by: DocCharly65 on July 05, 2015, 08:58:13 AM
PANIC!

Bad weekend!
My old Acer stopped working (ok we have 32 degree C (89F) here)
In all of my animation renders I found mistakes after 5 days.
Postmen are still on strike in Germany so I still didn't get my Visacard (to join pixelplow)

So I wanted to test "The RANCH" and registered there (1.7 ct at there instead of 1 ct at pixelplow seemed ok for me to test it. BUT...

I need to export the project of course.
But always when I want to export gathered project I get an error "An error occured while trying to gather the project"
That message is not really helpful.

I checked, that the path and the export file-name dont use no unsupported letters... only a-z and 0-9 - even no blanks.
If it's problematic to have the objects and filenames or the shader names in thhe same "style"

...then I have a real problem: over 7000 files and 200 folders to check for "the Bike and Boots"
To check all and change names will need more time than rendering it here on my machines.

I think I will have the same problem with pixelplow - right?
(I did new price calculations with new and exact data... My bike would cost 35$ at Pixelplow and 200$ at The RANCH)

Pfff  - I and my too big untidy render projects  :P ;)


Any good suggestion?
Title: Re: The Bike
Post by: Oshyan on July 05, 2015, 01:13:07 PM
Open your project with tgdcli.exe (in the Terragen install folder) and try to Export Gathered Project again. Look in the log window to see if there is any additional error information. Also, are any of the assets showing as problematic in the Export window? You can check the "only show assets with problems" option to focus on anything that has an issue.

- Oshyan
Title: Re: The Bike
Post by: Dune on July 06, 2015, 02:59:55 AM
I had that a few times, but in that case it was an open space in a texture name. But that has been resolved. It can also be a missing texture or an empty file (DAZ seems to overwrite the excisting texture file with an empty one in some cases, though you're probably not using DAZ). No errors or warnings to be seen when opening the file in TG?
Title: Re: The Bike
Post by: DocCharly65 on July 06, 2015, 03:39:30 AM
I tried Oshyans suggestion, but had the same result.

In all the Poolhouse - projects I have in fact a warning of a missing .mtl but it's not really missing... and no problems with rendering.... strange!

I fear that project has grown too big, to check all the names of the few hundreds of objects and textures. I made the experience, that I must mostly reconnect every texture and in some cases completely "re-insert" the whole object. Only the repair-actions of the bike was several hours for example. In that time until i have checked and renamed everything in that project I would also have finished the renderjob...

But for future projects I know better now, what details I have to consider.

I have a perhaps strange structure of my project in your eyes: Theoretical in that procect are all objects and populations integrated so that I could render a 360° view. For my different views and animations I just deacvtivate the not needed populations and especially not needed reflective objects to spare rendertime.



Anyway for the moment I must replace the old Acer. I checked the hardware and must correct my last info: Its one of the last AMD Phenom II 4x2.8 GHz / 8GB Ram / Redeon 65xx Graphics. It was one of the best in 2006 but must get buried now  :'(  It's even louder as my vacuum cleaner  ;D

I ordered a worthy successor I think (I have a coupon and a little discount therefore, it is an acceptable investment)
This will be the machine for just developing scenes while the two Asus do their render jobs. And of course I need it for my usual PC usage like homeoffice, internet and some graphics:

Prozessor: Intel® Core™ i7-4790 Quad-Core 4. Generation (Haswell)4C/8T / 3,6 GHz (Turbo 4,00GHz) / L3-Cache: 8MB / 84W
Motherboard: Gigabyte GA-H81M-D2V mATX
RAM: 8192 MB 1600 MHz DDR3 RAM
HDD 1: 120 GB SATA-3 SSD
HDD 2: 1000 GB SATA-3 (7200U/min.)
Laufwerke: DVD-Brenner
Grafik: Nvidia GeForce GTX760 Overclocked Grafik, 2 GB GDDR5 (2x DVI, Display Port, HDMI,) PCI-Express 3.0, unterstützt Nvidia GPU-Boost, Nvidia Adaptive Vertical-Sync, Nvidia 3D-Vision Ready, Nvidia Surround, Nvidia SLI®-Technology, Nvidia Physix® Technology
Title: Re: The Bike
Post by: Dune on July 06, 2015, 11:31:33 AM
Sounds good. Another thing that could be the problem is that you changed architecture of an object. Perhaps, I don't know. I occasionally change a tgo and forget to reload the new version (same name) by hand, as TG will load the thing, but with the old shaders or parts. A problem might arise there.
Title: Re: The Bike
Post by: Kadri on July 06, 2015, 11:42:16 AM

Instead of the better graphics card i would try to buy a 6 core cpu and-or more ram.
You could upgrade the graphics card later. Depends on what you do of course.
Hitfilm uses my graphics card heavily for example.
Title: Re: The Bike
Post by: DocCharly65 on July 06, 2015, 11:55:05 AM
Right, but it was a set anyway and sometimes while using Magix or other video prog I need a graphicscard, that is "ok" (or while playing Alien Isolation, Akan wake or ... äähhmm... you don't know this -- I never told this...  8)  :)  )

But I think I will add some memory later.
Title: Re: The Bike
Post by: DocCharly65 on October 06, 2016, 02:52:32 AM
Was that really more than a year ago?  :o

While the other PCs are rendering space and alien animations I needed another perspective for my brain to relax.
It could happen that the poolhouse scenes must wait for the "director's cut version" of my film but I wanted to start reworking the scenes for TG4 rendering.

I had to change one important thing not really visible:
Almost all pops are new and MUCH smaller (I think in the TG3 original I had between 20-50 million instances of plants in more than 20 pops for a 360° view). Now I have limited the pops to the viewed area and used less dens object spacing.

A minor change was exchanging the millions of little rocks I used as as dirt with some pops of the NWDA dirt pack.
Result is a similar (I think better) look and much increased render speed.

Additionally I added the new tree on the right behind the wall and moved tractor, horses, radio tower and farmhouse ...

The whole image is a bit out of focus so it's a little blurred. Additionally a bit bloom effect for all in all a slightly dreamy look.

[attach=1]

This time a 3D version (redblue glasses needed) again:

[attach=2]


Title: Re: The Bike
Post by: Dune on October 06, 2016, 02:57:07 AM
Time goes fast  >:( Nice render again, Nils. One thing that struck me, the sweaty-ass-shiny saddle. Shouldn't that be a little less reflective?
Title: Re: The Bike
Post by: DocCharly65 on October 06, 2016, 03:18:19 AM
Thanks Ulco  :)

Yes you're right, I'll work on that too, when I start the TG4 remakes of that scene.
Before it was not visible so I didn't care about in older renders.

First thing I had to do: I reduced the displacement multiplier... You should have seen it before! Looked like a tool from a SM-dungeon  ;D ;D
Title: Re: The Bike
Post by: Hannes on October 06, 2016, 03:21:17 AM
All in all a great image, Nils!!
But there are a few things that could be improved imho (I hope you don't mind!):
As Ulco said the saddle is very glossy. I believe there are materials that look exactly like that, but they look cheap. If you'd use a softer, slightly blurred reflection, it would look a bit more like leather.
There's a subtle but strange brighter area on the left wall. Do you use additional lightsources? Maybe it's a shadow?
The ground looks quite overexposed. If you'd lower the main color brightness of this material, the texture map would show up again, I guess.
The tractor's position is a bit weird. It looks like a toy on the wall. You could move it a bit further away or a bit more to the right, so that it's more separated from the wall.

Something else: there's a strange line in the top left sky area of the image.

Otherwise, as I said, a fantastic image!!!!
Title: Re: The Bike
Post by: DocCharly65 on October 06, 2016, 03:55:28 AM
Thanks Hannes, some good suggestions!

The strange line is the (in the future deleted) radio tower. Unnecessary and with DOF hard to identify.
The saddle will be revised in any case.
The tractors place will be moved a little bit depending on the camera path in the animation.
The bright areas on the wall seem to be reflections of shiny parts of the bike.

I must say in animations (not pictures) overexposement is a little tool of making it more realistic. In the last 3 years I watched most films of any kind with "Terragen-anmation-eyes". A really natural and real looking scene is a bit overexposed and mostly with bleached colors.

But I will see what happens in the animation with changing light situations because of the moving camera.
Anyway thanks for the suggestions :)
Title: Re: The Bike
Post by: Hannes on October 06, 2016, 03:58:34 AM
I see. you may be right concerning the overbrightness. Sometimes imperfections are the icing on the cake.

Quote from: DocCharly65 on October 06, 2016, 03:55:28 AM
The bright areas on the wall seem to be reflections of shiny parts of the bike.

Hmmm... that would mean caustics?! Not as far as I know.
Title: Re: The Bike
Post by: DocCharly65 on October 06, 2016, 04:08:23 AM
In the past I made the experience that effects like this are usually gone in animations (perhaps because of the Render GI settings?)
Title: Re: The Bike
Post by: Kadri on October 06, 2016, 08:03:15 AM

I like the new version.
Title: Re: The Bike
Post by: bobbystahr on October 06, 2016, 09:52:56 AM
Still like this a lot and agree with the suggestions. Good observation on the "I must say in animations (not pictures) overexposement is a little tool of making it more realistic." situation. I'd not paid much attention to that, well rarely lately watch moving images any more(takes too much time from playing guitar unless I'm researching a project).
Title: Re: The Bike
Post by: Oshyan on October 06, 2016, 03:46:19 PM
The horse is also rather shiny. ;) Agree with the other suggestions too, but I also like the scene overall too. Not sure about the need (or realism) for so much DoF though?

As for the light on the wall, there could be bounced light (GI), but not caustics...

- Oshyan
Title: Re: The Bike
Post by: DocCharly65 on October 07, 2016, 02:17:07 AM
Thanks Oshyan  :)

The tractor will definitely move to the place where the horses are now when I start the animation.
Also I will work on the DoF. The focus is not correct so far.
And as I said I am sure that the light on the wall will dissapear in the animated scene.

I am not sure yet but I think I will add a board and / or a bike weel on the wall. Perhaps I'll also add a fence between the grass and the rapseed field to give it a clearer border.
Title: Re: The Bike
Post by: DocCharly65 on November 16, 2016, 11:02:38 AM
Some weeks later now I could fix many things:

First I changed the sun position and the light to get that nice shadowof the tree at the entrance.
The "caustics" on the walls seems to be gone after writing GI cache
The DoF is reduced to an adaequat amount I think (The challenge is that the DoF is animated too ;)  )
The bike's saddle is less shiney and more leather like.
The bikes handles are seperated now and have got a more rubber like look.
Some more stuff like a spare wheel and a Dracena on a box
The strange line (the unidentifiable radio tower) is deleted.  ;D
The horses unfortunately had to go but the tractor has a better place now.
Some more cottages, trees and bushes...

GI is written and I did a test of some frames:

Frame 001:
[attach=1]


Frame 201:
[attach=2]


Frame 401:
[attach=3]

Perhaps some of you recognized: We get back the Viper start from my first of the first animation experiments  ;)
Title: Re: The Bike
Post by: Dune on November 16, 2016, 11:50:43 AM
The combination (and surprise) is so good!
Title: Re: The Bike
Post by: DocCharly65 on November 17, 2016, 03:12:02 AM
Thanks Ulco :)

The good news: I'll rerender most of the Poolhouse and Bike scenes
The bad news: I'll rerender most of the Poolhouse and Bike scenes

I think it's worth it and not a too disproportionate effort with the speed of the new TG4, but it throws all my older plans initially overboard  ;)
Title: Re: The Bike
Post by: Hannes on November 17, 2016, 04:49:27 AM
Quite an improvement!
You'll probably hate me now, but in my opinion the seat is a bit too matt now.
Title: Re: The Bike
Post by: DocCharly65 on November 17, 2016, 05:29:37 AM
Quote from: Hannes on November 17, 2016, 04:49:27 AM
You'll probably hate me now, but in my opinion the seat is a bit too matt now.

Both: nope!  ;D
I Don't hate you but also I like the seat as it is now. I tried many reflectivity settings and chose this one as the one I liked the most.

I hope you don't hate me either now  ;)
Title: Re: The Bike
Post by: Hannes on November 17, 2016, 06:00:39 AM
Quote from: DocCharly65 on November 17, 2016, 05:29:37 AM
I hope you don't hate me either now  ;)

I'm psychologically devastated now!  ;D ;D ;D
Title: Re: The Bike
Post by: DocCharly65 on November 17, 2016, 07:47:37 AM
Quote from: Hannes on November 17, 2016, 06:00:39 AM
I'm psychologically devastated now!  ;D ;D ;D

For this I'll try to integrate the Silent Hill scenes  ;D

At lunchtime I did some more tests.
I think it's a good decision to rerender all Poolhouse scenes.
Thank TG4 rendertimes are reduced from original 1.5 h or more to 20 min per frame.

And I love the new look:

The old Frames 0001 and 0165:
[attach=1]   [attach=2]


The new Frames 0001 and 0165:
[attach=3]   [attach=4]



After this decision I must change my plan again but it's worth I think:
I cannot finish a V 0.943 of my film this year.
But I have some stuff for 1 up to 3 nice new teaser trailers.


Title: Re: The Bike
Post by: bobbystahr on November 17, 2016, 01:40:47 PM
Quote from: Hannes on November 17, 2016, 06:00:39 AM
Quote from: DocCharly65 on November 17, 2016, 05:29:37 AM
I hope you don't hate me either now  ;)

I'm psychologically devastated now!  ;D ;D ;D

Ha ha ha ha ha
Title: Re: The Bike
Post by: Kadri on November 17, 2016, 03:21:31 PM

Nice :)
Title: Re: The Bike
Post by: Agura Nata on November 21, 2016, 11:39:40 AM
cool look, nice job  :D