Since I learned some little details about PoseRay I have a nice combination of tools for my work on objects now. With the combination of PoseRay, Wing3D and Blender I could change some things in my desert, that disturbed me.
Here a comparison of a Viper fly-by render.
Old:
[attach=1]
New:
[attach=2]
The old truck is a (minimal) retextured model from Turbosquid (I hated the original headlights), covered via ivy-generator.
[attachimg=3]
Plants mostly from the XFrog Africa-collection (I used the "African Boxwood" without leaves [via opacity on 0] to get that dry grass with the straw-like appearance)
The "mosesly-buildings" from sci-fy3d almost completely retextured and slightly rearranged and some new added.
Viper prepared for animation including a headbanging pilot ;)
Of course animations will follow. :)
Nice work. Waiting to see more of this.
David
Nice :)
A different old spaceship or old viper instead of a car maybe?
That looks really really good, but the DOF in the first image makes it look like a model. Careful with DOF I say all the time!
Thanks all.
Hannes you are soooooo right... Good luck that pic is an almost 1 year old study. I also remember my skyscraper & copter in model look... ;D
DOF as well as Atmosphere/Haze/Sunrays are quite carefully to be used and also depend on the average size of the scene and the objects in it.
Kadri, you have a nice idea there but in the planned story it is important that "usual, normal, commonly accepted devices" will not work. Only strange, foreign or alien looking, disabled or even silly looking devices will work... eg. the bike at the pool looks nice... but will not start ;)
...now I must go and search the TRex-skeleton in the scene for the "remake" of the R2D2-animation ... :o 8)
...got it... :)
I hope I do not bore you with another small step in this scene...
Another very very small step with very very big effort.
Guess, what I hope to find when I come home tonight... and please keeping your fingers crossed that it has worked...
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You don't bore me, Nils. I just wish there were more people sharing their ideas and tests, it's way too dull here. Used to be a lot more lively.
This looks terrific, just like all your other stuff. Only thing I'm a bit reluctant about is the leafless shrub.
Thanks Dune :)
In the animation I think you will not be reluctant about the leafless shrub at 300mph ;D
The good news - the principle worked!
The less good news - I need some more tries until I am satisfied with the dust behind the Viper...
I'll open the animation Topic in some minutes ;)
You're right of course, didn't think of the speed.
While the desert-animation is rendering I go on collecting and testing some ideas...
Though the helmet in the desert animation will stay closed, I tried to put a face into it and open the helmet visor...
I hope until I start working with the end scenes I will be experienced enough that I can risk a closeup.
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The face looks very good.
Is there some DOF or is the texture of the fighter blurred?
The closeup looks good.
Judging by the helmet design that guy must be a thief or so.
Hopefully the final movie will show what happened. ;)
Quote from: j meyer on November 06, 2015, 11:37:09 AM
Judging by the helmet design that guy must be a thief or so.
Hopefully the final movie will show what happened. ;)
WORSE!!! ;D 8)
Everything will be explained. And everything will be absolutely unlogical and weird, promised! ;)
@ Hannes: It's in fact a mistake of either the texture or the bumb map. But for this single shot I didn't care because on one side this "cheap DoF" is ok for me and on the other side in the final film this view will not appear - the helmet keeps closed until the end... :o 8)
Nice work. On the 4th shot are those modified box woods they look great. Also the ground in the same shot did you use image projection or shaders. Nice tone, spot on.
Quote from: Flythru on November 27, 2015, 05:35:27 AM
Nice work. On the 4th shot are those modified box woods they look great. Also the ground in the same shot did you use image projection or shaders. Nice tone, spot on.
Thanks :) The ground is completely shader based. Many fakestone-shaders limited by many painted shaders.
BREAKING NEWS FROM THE DESERT!!! *** BB-8 stumbled over a stone and had to brake! *** BREAKING NEWS FROM THE DESERT!!! *** BB-8 stumbled over a stone and had to brake! ***
;D ;D ;D
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Some other experiments worked nice and at the same time didn't work as good. I wanted to try a speed test with TG4 and in fact I had a speed increasement of about 25-30 %.
Unfortunately something either with my R2 model or with TG4 is not working corect:
Left side TG3 / right image TG4
[attach=2] [attach=3]
The animation renders are almost finished with TG3 so it 's not soooo necessary to find the mistake but I will check my model anyway.
Is specular roughness turned on?
I've just seen this, Fascinating and stimulating, great work!
I had an instance of something like that happening and I restarted the BETA and couldn't reproduce it so didn't report it....have you tried that?
Bobby, I'm not 100% sure but I think I closed terragen and restarted and had the same effect.
Thanks for the suggestion Chris, I'll check ASAP. (Too many new ideas and other TG4 tests ;D ;) )
I hope to get some of my older and longer animation renderjobs finished within the next to weeks.
This one was interupted more than ten times because it runs on my "main TG developing PC" ;D
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It's completely built in TG3 then I loaded it into TG4 and set the starburst effect.
Untill now I found no other way to get rid of flickering near light sources and TG4-based clouds.
Anyway I would have to rerender almost two year of renderjobs, if I want to upgrade all my aimations to the new clouds...
... and yes... the ducks seem to be everywhere now... strange!!! ??? ::) :o :o 8)
If you're creating the scene in TG3 then you're using the old clouds, and that would be why they don't flicker. The new clouds do not use the normal GI system and are not affected by GI Caching, so you need to use the GI settings for clouds to reduce flickering.
- Oshyan
Thanks Oshyan. I think you mean this settings, right?:
[attachimg=1]
In the last beta I tested settings up to sequence quality x4. In fact the flickering was reduced a bit but near a light source (sun) it was still there and render times exploded. In regions far from the sun flickering was gone.
In the new Beta I had no time yet to do experiments so it can be that it works better.
Yes, that's the setting I mean. We are still working on improving the performance of the new cloud system for animation.
- Oshyan
Take your time, Oshyan. At the moment I found an animation where I need that flickering... easier than to animate light source's strenth ;)