just playing around for a bit.
What if you were a bug? Well, here's an impression how it could be like ;)
Cheers,
Frank
PS: These are Walli's noble tree, NWDA fresh grass and NWDA crocus.
and the second.
The bug fell down the tree and has to make its way up again :P
two words: Bug Camera :D :D
(just thinking out loud)
neat, fun.
Very nice concepts and great execution Frank :)
I really would like to see this one with a DOF, one way or the other (;)).
Cool work!
Cheers,
Martin
maybe an animation with a strong DOF, where the blurry, limited view of the bug let's him see the trunk pass by, but not realizing the ground he's going to hit - ...yet ;D
Wow, I like the concepts. I did one like this with the Standing Stones images. I had the camera set too low to the ground, walked away, and found the render finished when I returned. I posted it.
The DOF idea is a good one, especially on the ground view image. Fun stuuf! ;D
the first pov is really really good !!! Oo
dof now please !
now I want an animation of this bug(camera), falling down the tree, hitting the ground, tumbling around and then crouching through the grass. Do you have a guest pass at NASA? So that you can use their computer power ;-)
hm, one frame at this quality takes 30 minutes....
That's about how long a Blender anim takes me per frame. I can get about 900 frames done in 2 weeks using one thread. I always do other stuff when animating with Blender. It is quite memory friendly.
30 minutes isn't too bad. I'll help with rendering. ;D Definitely needs DoF though, and I imagine that would increase render time...
- Oshyan
Hi Oshyan,
actually it does have DOF, but it's very very subtle. A stronger DOF might be more CPU intensive... actually I don't know.
You can have the scene if you want to animate it, no problem. You'll have one hell of a time though on animating the camera, I think, as you can only see the bounding box and never really know whether you'll be "flying" through a branch or leaf ;)
Cheers,
Frank
Blender can handle OpenEXR, and has DOF in the composite node area. It might be possible to render without DOF in T2 and use the EXR images for Blender to calculate the DOF as the animation is built.
Hehe these are great - love the concept and the lighting on the grass in #2 is fantastic :)
as much as I like real 3D DOF, for animations its mostly better to go with a post effect DOF. Its always bitter if you render an animation for several days, all is fine - you are just not happy with DOF. Then you have to rerender everything.
that's true.
To do DoF in post you'd need a z-buffer/depth pass output, which you can't really do automatically in TG2 yet. Of course there are workarounds but you'd basically have to re-render for the depth pass, which would be cumbersome and time intensive.
- Oshyan
Very nice images!
While I agree that having to rerender the animation with the depth map pass would be a hassle, I think the benefits far outweigh the negatives right now. Batch processing the depth of field in post gives you the opportunity to customize your DOF settings as many times as you like without having to rerender the animation until you get it right.
The Depth of Field Pro plugin allows you to batch process your animations and is a fantastic plug-in by itself as well. www.dofpro.com (http://www.dofpro.com)