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General => Image Sharing => Topic started by: DocCharly65 on May 09, 2017, 01:30:19 AM

Title: Based on Dunes road setup
Post by: DocCharly65 on May 09, 2017, 01:30:19 AM
Because I got the permission to use music of a friend for my film project I started a new WIP.
It hope that I'll get the look a little bit country / rag / blues like...

Just tried first time Dune's "simple road setup" -- strongly modified - sorry Ulco :)
For a first fast look of asphalt I used Hannes concrete tgc - I will refine it by the time. (Little fakesones at the sides etc.)


[attach=1]   [attach=2]


Corn and wheat are from XFrog,

In the background:
Farm by Evermotion on cgtrader

In the foreground:
Big Metal Warehouse, Gas Station With Grocery, Wooden Windmill, Water Tower 7 and Big Wooden Barracks by rescue3dcom on turbosquid

Rail guard by teddfire on cgtrader

And of course again the Serenity by darthviper 107 on foundation 3D

Title: Re: Based on Dunes road setup
Post by: Dune on May 09, 2017, 02:01:46 AM
Very nice, Nils. Some small grasses and herbs in the verges and you're almost done. And regarding "strongly modified"; that's the whole point of any presets; adapt, modify, change, improve.... Nice of you to mention it, but you do understand that I now require credit in your major movie  ;)
Title: Re: Based on Dunes road setup
Post by: Ethrieltd on May 09, 2017, 07:43:12 AM
Don't wanna be a complainer but Serenity's engines are aligned incorrectly. They're VTOL vectored thrust engines and should thus be aligned vertically to hover in atmosphere.

The rest is good, although falling victim to the "clean/dirty" problem I seem to get a lot.

Also, remember when it comes to video and giving it a "look" then LUTs are you're friend... Mostly...
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 09, 2017, 08:39:11 AM
Quote from: Ethrieltd on May 09, 2017, 07:43:12 AM
Don't wanna be a complainer but Serenity's engines are aligned incorrectly. They're VTOL vectored thrust engines and should thus be aligned vertically to hover in atmosphere.

The rest is good, although falling victim to the "clean/dirty" problem I seem to get a lot.

Also, remember when it comes to video and giving it a "look" then LUTs are you're friend... Mostly...

Don't panic. :) it's not final...
I just tried a setting to get a feeling for the scales.
But the Serenity's engines will stay as they are for a fly by scene. A starting scene is too much efforts and would destroy the balance between the planned music and the scene.

But the gravity wheel will spin... Already prepared  ;D
Title: Re: Based on Dunes road setup
Post by: Ethrieltd on May 09, 2017, 09:33:12 AM
Are going for the full Zoic shaky cam? All rolling shutter and off angle dolly zooms?

Or something a bit more practical?

;)
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 09, 2017, 11:13:24 AM
 ;D

No - I think I will do a set of 2 or 3 animations.
One flying cam perhaps overtaking Serenity with a varying zoom.
One fly by of the Serenity at the shown gas station.
Perhaps one more watching the Serenity flying into the sky. (Ok - this  one I could try with a slightly "handheld style")

But that's in the future - this was only a "keeping an idea before I forget" - at the moment I am still at my pool house renders...  ;)


Quote from: Dune on May 09, 2017, 02:01:46 AM
Very nice, Nils. Some small grasses and herbs in the verges and you're almost done. And regarding "strongly modified"; that's the whole point of any presets; adapt, modify, change, improve.... Nice of you to mention it, but you do understand that I now require credit in your major movie  ;)

Thanks Ulco :)
The veggies are already in my head. I already planned to use some grass. At the moment I check many pictures from Iowa - next will be Cansas for additional vegetation and overall ambience.
For Iowa I would have to do the complete landscape a bit hilly... I don't really want to do that.
For Cansas I would have to delete the hills in the far... Would be a pity, too. But this would most likely correspond to my vision of the scene.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 09, 2017, 11:33:39 AM
Here are some of my visions:

[attach=1]

[attach=2]

[attach=3]

I know that there are some hilly areas in Kansas too, but I want that stereotyping Kansas as I think about when I think of "The Wizard of Oz"

... oh dear ... another idea ... I will never never never finish that film...  ;D ;D ;D

No - only a small addition: A short zoom into the middle of the street and there must be a red shoe ;)
Title: Re: Based on Dunes road setup
Post by: bobbystahr on May 09, 2017, 12:07:20 PM
Quote from: Dune on May 09, 2017, 02:01:46 AM
Nice of you to mention it, but you do understand that I now require credit in your major movie  ;)


hee hee hee
Title: Re: Based on Dunes road setup
Post by: bobbystahr on May 09, 2017, 12:09:46 PM
Quote from: DocCharly65 on May 09, 2017, 11:33:39 AM
Here are some of my visions:

[attach=1]

[attach=2]

[attach=3]

I know that there are some hilly areas in Kansas too, but I want that stereotyping Kansas as I think about when I think of "The Wizard of Oz"

... oh dear ... another idea ... I will never never never finish that film...  ;D ;D ;D

No - only a small addition: A short zoom into the middle of the street and there must be a red shoe ;)

I'm a BIG FAN of the middle pic but it might be the hardest to do...
Title: Re: Based on Dunes road setup
Post by: Jo Kariboo on May 09, 2017, 09:42:32 PM
It maybe not the final but it's already very nice!
Title: Re: Based on Dunes road setup
Post by: Dune on May 10, 2017, 02:01:52 AM
If you can get those multicoloured clouds in, you're my hero (if you weren't already)!
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 10, 2017, 02:36:46 AM
 :D

I'll do my best :)
Title: Re: Based on Dunes road setup
Post by: Hannes on May 10, 2017, 04:19:50 AM
Already looking great!! Looking forward to your progress, Nils.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 11, 2017, 12:52:59 AM
Thanks all! :)

I tried several cloud settings so far.
Ulco - sorry - didn't get that look as dramatic but found a nice cloud setting in the clouds tgc collection of the forum. It's based on the sndstorm clouds by freelancah from 2010.

In the future perhaps I will play with additional thunderstorm cells at each end of the road - but I'll have to be careful not to destroy the overall mood.

[attach=1]

[attach=2]
Title: Re: Based on Dunes road setup
Post by: Dune on May 11, 2017, 01:40:44 AM
Awesome as it is, Nils!
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 13, 2017, 12:24:11 AM
The basis of animation is final now  :)

I Added some details: Road covered with some old leaves, and grass, some traffic signs and of course Dorothy's shoes  ;D
I covered the horizon with some more oaks (at the moment my favorite "generic tree for everything" :) )

For the animation I'll reduce some details again. This version needed app 9 h to render and is 2200x1237. This is my favorite resolution if I do stereoscopic 3D versions. So I have some rest space for cutting because after R/L adjustment I need to get the 16:9 format back for watching it best fitted on TV.

The opposite view into the sun will follow the coming days.
Hope you like this one so far ;)

[attach=1]
Title: Re: Based on Dunes road setup
Post by: Dune on May 13, 2017, 02:16:09 AM
Super!
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 14, 2017, 06:50:43 PM
I knew it would happen, you all knew it would happen ... it happened...
There will be an additional small scene...

Where did the shoes come from in the Wizard of Oz?
Of course from the witch!

[attach=1]

for only 12$ a really nice model... (The Countess by alfa tri delta on turbosquid)

[attach=2]

But how to get the shoes from her?
Professionals know what happend to the witch in the story...

The Serenity lost a big cargo container ... and ... voila... "Ding Dong the Witch Is Dead":

[attach=3]

(The witch is still there - but she's under the container...  ::)  )



Title: Re: Based on Dunes road setup
Post by: Dune on May 15, 2017, 01:49:43 AM
Great!!!
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 19, 2017, 03:14:55 AM
Time to change into an animation post... But this little experiment I'll just post here.
Truck and Honda NSX found on archive3d.net.

[attachmini=1]

The animation is the scene after the container is dropped onto the witch ;) .
It's a bit longer than the mp4... a second car (old Renault from archive3d.net is passing the cam too)

Changes I did before I started the "big animation" (1280x720 AA5 Detail 0.5)
I  increased the Honda NSX speed.
I added a bit flickering to the light of the Serenity's boosters.
Title: Re: Based on Dunes road setup
Post by: Dune on May 19, 2017, 05:01:23 AM
Very good again (despite all the lowres flickering of the cereals). It's hard to see if the truck is moving. Is it? Perhaps increase speed a bit? Or is the aircraft moving so fast that it's more like a slowmotion shot?
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 19, 2017, 05:09:09 AM
Thanks Ulco :)

tonight after office I'll see more at home. The test is very raw of course. If the truck is in HD still too slow (I saw that too) I'll in fact have to increase the speed.

Not so easy to find the adaequad speed if you have fast camera movement like the one in the animation.
Title: Re: Based on Dunes road setup
Post by: DannyG on May 19, 2017, 07:47:38 AM
Nice animation, of course the flickering is distracting, but its still nicely done
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 19, 2017, 08:48:23 AM
Thank you Danny :)
After watching the test again and again I was so unhappy that I started the animation from the beginning again.

All cars will be faster and the camera path will be a bit different.
Also I had to adjust the cars' scale and I wanted a driver inside ;)
One important point is NEVER to show the NOT spinning wheels ;D

I am almost sure that the flickering will be gone in 1280x720 AA5 Detail 0.5.

Here some cropped car - testrenders:

[attachimg=1]

[attachimg=2]     [attachimg=3]

[attachimg=4]     [attachimg=5]
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 19, 2017, 09:05:59 AM
The truck...

[attachimg=1]
Title: Re: Based on Dunes road setup
Post by: Agura Nata on May 20, 2017, 02:51:36 PM
fascinating works Doc!
Title: Re: Based on Dunes road setup
Post by: archonforest on May 20, 2017, 04:10:48 PM
Just saw the last vid. Great!
Good work Doc 8)
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 24, 2017, 09:40:09 AM
Thanks :)

For the next step I'll need a bit luck that it looks ok in the animation.

I wanted to try a trick I learned by Hannes:
Render the background without the starship but shadows "on" with motion blur
Render the starship cropped without motion blur including an alpha mask
In postwork project the starship into the scene and you have a sharp starship with a beautiful blurred background...

Doesn't work here because of the starburst of the sun:

Very small blur settings but included starship:

[attach=1]


The postwork starship included -- sharp but looks ugly...

[attach=2]


Tonight I'll get about 30-40 frames from pixelplow and I assume (and I hope) that it looks ok when the starship is slightly blurry like in the uppe render.
Title: Re: Based on Dunes road setup
Post by: luvsmuzik on May 24, 2017, 10:04:21 AM
Great stuff. You have some neat object texturing methods also. Nice combination of elements.
I probably will never animate in Terragen again, but how can you do that combo masked frame in animation? Or you just do the post work and then load up the frames in animation editor? Sorry, I got used to the all in one, render and animation in one whirl.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 24, 2017, 10:11:33 AM
Thanks :)

I use magix video maker to get video files from the single frames.
and with the 3 video files I can do the postwork.
Then I use magix internal tools for masking (alpha masking or greenscreen - whatever I need at that moment)
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 26, 2017, 01:07:46 AM
Fighting against the road ;D
I hope I can smooth the extremly curvy look a bit - at least the middle streaks... too extreme in my eyes.
But fortunately the hazy zoomed look at the starship has exactly the look I wanted...
And amost the complete farm is floating... ;D ... Going on twiggeling...

[attach=1]     [attach=2]

[attach=3]     [attach=4]
Title: Re: Based on Dunes road setup
Post by: Dune on May 26, 2017, 01:53:46 AM
It's warped, so make the smallest size of the warping pf a lot bigger.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 27, 2017, 01:43:50 AM
Thanks for the suggestion, Ulco.
I already had solved it by changing settings of the vector displacement shaders, when you wrote. Worked as good - but thanks anyway :)

The street is now as I want it.
I am not so sure if I want the grass area on the right growing into the street. Additionally I'll perhaps add some hazel bushes next to the rail guards... But then I'll have reached a limit. These 6 renders are AA5 and Detail 0.5. They needed app. 6 hours on pixelplow. ($4.59 at power 1.7 for these 6 means it will not be a cheap animation when I start rendering the whole 600 frames)

The amount of pops and instances is at the limit too... 2 bluescreens while working on it (but I must admit I had a second instance of TG open to copy objects and settings...  ;D
But my blockhead just wants that animation with an extreme zoom as the 6 testrenders show (Frames 001, 113, 225, 337 449, 561) :

[attach=1]     [attach=2]

[attach=3]     [attach=4]

[attach=5]     [attach=6]
Title: Re: Based on Dunes road setup
Post by: Dune on May 27, 2017, 02:43:35 AM
To decrease rendertime you might need to replace further pops by procedural veggies. Less heavy and faster.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 27, 2017, 03:26:57 AM
Usually I'd say you're right Ulco.
In this case I found out in tests, that most of the render time is used for the clouds - especially in the zoomed frames (horizontal fov at 1)
But so far I don't want to give up that cloud setting.

The trouble (and bluescreens) with the pops appeared while working on them with another opened TG instance for copying and with many of them shown as textured. Meanwhile I have learned to take care not work on several pops at the same time. Another thing that helps is not to forget pausing the 3D preview render.

When the pops are set and saved into cache files, they don't make trouble any more. Especially since TG4 - Good work, Oshyan and Matt!
But I'll keep my actual pop limit to not coming over the memory limit of 32GB at pixelplow :)
But at the moment they are rendering at maximum 40% memory usage - means, they are no problem.





Title: Re: Based on Dunes road setup
Post by: Hannes on May 28, 2017, 08:49:37 AM
The road is looking better now, although I'd say, that in ...449_1.jpg the road mark is still a bit too warped to my taste.
Another thing came into my mind: it's basically what Ulco said. You could replace the pops further away by procedural stuff, but to me the reason why is, if the fields in the background would look smoother, there would be a better sense of depth.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 28, 2017, 12:23:02 PM
Thank you Hannes.

Mhh... strange! I've got the experience that especially more complicated procedural grounds render much slower than objects since TG4.

The bigger problem is that I come much too close to the fields with my zoom. I will try and test a bit using procedurals as fields in future projects but so far I am just not good enough in procedurals for a close look of app. 10-20 meters away (Ok - meanwhile some fake stones I can do quite good ;)  ).

Your other hint: The rest of the warping seems to be the up and down of a quite long part of the road. I can live with that and have even seen this on old country roads several times.

Meanwhile I've got Frame 135 from Pixelplow.
It looks ok so far and rendertimes/costs are lower than I expected.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 28, 2017, 03:53:35 PM
Quote from: DocCharly65 on May 28, 2017, 12:23:02 PM
Mhh... strange! I've got the experience that especially more complicated procedural grounds render much slower than objects since TG4.

I thought about that all the afternoon :).
A part of the answer is that with the (for me typical) high coverage of the procedural ground with objects I can set the rendering detail level quite low. So I have minimum calculation efforts for the procedural ground and the fast TG4 rendering of objects.

An extreme example of the opposite is my "Silent Hill interpretation". I need high detail levels of the procedural street with all that color variatioons and fakestones and cracks...



Meanwhile I come to the high zoomed parts of the animation and as I expected the rendertime per frame is getting larger.
Here is what I have so far. It's not in correct sequence but shows the overall look so far.

[attach=1]

Title: Re: Based on Dunes road setup
Post by: zaxxon on May 29, 2017, 02:16:41 AM
I really like the beautiful light and colors of the sky and clouds, especially towards the end. I can see why your render times are what they are, and why this needs a render farm. Excellent work!
Title: Re: Based on Dunes road setup
Post by: Dune on May 29, 2017, 02:29:20 AM
You're right about less render time with many objects, if you can reduce procedural detail. Didn't take that into account.

Great shot, btw. No flickering that I can see either. Did you do this with the settings explained to Dorian (like detail 0.5 AA5...)? Or even lower detail?
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on May 29, 2017, 02:52:27 AM
Thank you zaxxon, thank you Ulco,

Yes I had to keep this render at 05./5 The smoothing of AA is necessary anyway but in this case I need the high detail, because the end of the animation will show a shot quite close over the street.

That's the reason why I need high procedural detail on one hand but want to spare procedural details like simulated plants...
The populations are additionally set to be rendered in low quality - I don't know how much this can spare rendertime but it has no negative results so far :)


Besides: The end with the view from the side is a shot I gave up so far but I am thinking about a solution.
I love the clouds details where you can see (I hope you can) that it could be small clouds of dust or sand coming from the next desert.
I gave up this part because I couldn'd find a solution for rendering the seperated spaceship for non-blurred look and keep the sunburst. And at the end of this shot you can see that the amount of blur on the ship is variing with the movement of the camera. But I am thinking about three options as solution:

a.) Perhaps Oshyan / Matt could offer a standalone version of their lighting effects-section - then I could do a postwork with the Terragen-like look.

b.) I do this scene with a camera path (into sundirction, but) where the sun is not on the screen then I could use the "Hannes-tactic ;) )

c.) I use a camera direction where the sun is in my back... I must check which of the last two solutions gives me the more beautiful clouds
Title: Re: Based on Dunes road setup
Post by: Dune on May 29, 2017, 03:39:03 AM
I didn't notice anything that would put me off, to be honest. You're certainly a perfectionist, but I'd say there are limits to being a perfectionist  ;)

Regarding the low quality setting of objects/pops; that doesn't influence anything if you RT objects. It has to do with non-RT object rendering, which we hardly use anymore.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 09, 2017, 02:22:35 PM
This small idea gets a bigger scene than I thought  ;)

Some impressions what is happening on my render PC and at pixelplow...

Pixelplow (should finish tonight):
Frames 245 and 400 (of 600)

[attach=1]   [attach=2]

This scene will end here (You should already have seen this in a teaser before)

[attach=4]

I have not decided yet if I rerender the animation because the gravity wheel of the serenity is not spinning in those quite "old" renders...  :-\


meanwhile rendering @home on Hyrican i7 32GB:
[attach=3]

Some how I have too much fun doing advertisement for planetside... do you see it already on the truck?  ;D
[attach=5]


...and a very important correction! Though I love the plants of Chris - the groundcovering grasspatch I used here (and in the radio scene is from masonspappy - sorry! and one more thanks for posting the tgo!  :)
Title: Re: Based on Dunes road setup
Post by: Dune on June 10, 2017, 02:27:39 AM
Cool. You need to be sponsored by Planetside  ;)
Title: Re: Based on Dunes road setup
Post by: bobbystahr on June 11, 2017, 01:22:48 AM
It is a most effective logo on the truck...nice implied motion.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 12, 2017, 06:42:30 AM
Quote from: Dune on June 10, 2017, 02:27:39 AM
Cool. You need to be sponsored by Planetside  ;)

Thanks  ;D
I don't think I 'm good enough. And besides... in one shot I have a Coca Cola and a Head 'n Shoulder product placement... I think they have a bigger purse than Planetside.

And there's still the problem, that especially those big companies could have the idea, that I need a chargeable licence from THEM for using their logos ...  :-\ ;)
... so for the moment I am better silent and I'm happy that I may use the Planetside Logos (I hope you remember your permission, Oshyan?) ;)


Meanwhile some new impressions what's going on...

A mall sideview shot of the moving truck (Testrender frame 100 of 250):
[attach=1]


Some seconds sideview of the Serenity climbing to the stars:
[attach=2]

Here I "abused" the "dunes road setup" to be a small river ;) Just colored the road area shader blue and increased the reflectivity.
The streets are just grey surfaces masked by straight sss

Because it's really only visible for 5-7 seconds and in movement I didn't spend too much time in detail work. For a "real still shot" of course I would work on the surfaces of the agricultural fields and I would add little farms and I could place the trees along the roads more accurate... if I wantet a real still shot...   ;)
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 23, 2017, 04:32:47 AM
In 48 h I'll get the next animation render finished from pixelplow... I don't know if I can finish the next teaser already this weekend or if I want to add more animations.

Meanwhile I had to do a decision because of the witch... I gave up rendering additional fog when she appears. Really too long rendertimes (with adaequad fog quality). But I think it's not really necessary or I'll do one of the really seldom video postworks...

The witch appears:
[attach=1]   [attach=2]   [attach=3]


Little cutscene about an eroticized cameraman (with included subtitles for better understanding the scene ;) :
[attach=4]   [attach=5]


I fear I'll have to rate the film when it's ready like: "PG – Parental Guidance Suggested Some material may not be suitable for children. " ;)
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 23, 2017, 09:48:58 AM
I almost forgot ... I am not sure if I correctly interpretate the "Wizard of Oz" - but I think this animation is necessary to get the red shoes for Dorothy... and the Serenity cannot loose a house but a container...

[attach=1]

Poor witch... I feel bad now... somehow... :'(


Title: Re: Based on Dunes road setup
Post by: DannyG on June 23, 2017, 12:40:24 PM
Nice little story boards you got here Doc, excellent work
Title: Re: Based on Dunes road setup
Post by: Kadri on June 23, 2017, 03:01:50 PM

Looks good Doc :)
You are near the end then?
Title: Re: Based on Dunes road setup
Post by: Oshyan on June 23, 2017, 03:59:30 PM
Haha! Man I love having you around Nils, you make such fun, creative (and prolific) work in Terragen!

- Oshyan
Title: Re: Based on Dunes road setup
Post by: Dune on June 24, 2017, 02:40:08 AM
QuoteYou are near the end then?
:D :D :D :D
Title: Re: Based on Dunes road setup
Post by: inkydigit on June 24, 2017, 04:24:10 AM
This is epic Doc!
Thankfully you squished the witch, I would not sleep tonight knowing she is still around!
Great skin she has too, but those eyes!
:)
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 24, 2017, 06:51:19 AM
Thanks friends :)

You cannot imagine what I had to do for this animation sequence!  :-[

I  HAD  TO  SELECT  AND  BUY  WOMEN'S  SHOES!!!  :'( :-\ :-[ ::) :o

I didn't like the last version of the free shoes from archive3D - I think it's wellknown that you need a bit luck to find really good models for free but I was too lazy to go on searching or repairing... So I bought a new pair of shoes for Dorothy and the witch ... not expensive - 3$ was ok...

The old shoes:
[attach=1]

The new shoes:
[attach=2]

The scene with the new shoes
Besides: The puddle of the witches corpse is just the witch-model with almost 0 hight ... and a little crushed in the width... as it just physically happend...  ::) and some reflection shaders...
[attach=3]


Kadri... Ulcos reaction on your question was the best I ever saw ;) ;) ;)
In fact I still try to keep 2020 for the film premiere - but I have so many new options how I can improve details and add scenes that I fear I would have to change the "Coming 2020" into "Coming 2025"

These days I had contact to Raul Mamoru (the modell builder of the TMP Enterprise)... He just brought me to an idea which will solve many problems I still have with the logic of the film: ( I copy just some parts of the email because I am soooo lazy ;) )
---------------------
So far it was not planned to let R2D2 and Riddick cooperate... Riddick should only find the Robot that seemed to have excaped from the Enterprise in the desert.

Now I have a solution I was looking for since months... Why is Riddick flying through the desert without taking notice of R2D2? And even when he would have found R2D2 - what would he do with him?
...gave me the hint - R2D2 first visited Riddick at the poolhouse and told him that he was on the way to the place where the entity arrives on Earth...
Now Riddick can go on the way to that place, he can tell the Enterprise the Place - and the fleet of all the starships can go on the way to that place too... R2D2 can simply continue its way there - meets BB8 in the desert and everything is great...

But what the entity wants on earth is still a secret... Only a hint: There's still missing a story part with somthing about X-Men... There's no Enterprise D (TNG)... Lt. Data is missing - Cpt. Picard is missing... Or is in reality Charles Xavier the true captain of the TNG Enterprise? ... secrets over secrets... I almost told too much now 😁

Title: Re: Based on Dunes road setup
Post by: Kadri on June 24, 2017, 07:52:05 AM

::)  :)

The new shoes do look good (sounds strange...i don't care for shoes too :) ).
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 24, 2017, 08:42:48 AM
Was just playing around with the witch...

[attachurl=1]

Best what I could do with my postwork experience was that flashing ball Ifounf on youtube...
Perhaps when I do the final cut I'll have to ask someone for help who has experience with speciall effects and postwork :)

Title: Re: Based on Dunes road setup
Post by: Dune on June 24, 2017, 09:01:50 AM
Terrific! I like the windmill moving about.
Title: Re: Based on Dunes road setup
Post by: Kadri on June 24, 2017, 09:23:51 AM

Nice  :)
Title: Re: Based on Dunes road setup
Post by: Hannes on June 24, 2017, 09:38:20 AM
Coooool, Nils! Great!!
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 26, 2017, 01:44:34 AM
During the weekend I did some more detail work...

Because I had so much texturing work with the Harvester (by NosleepinGT on Turbosquid) I of course want it to be seen :)
Also I thought it would be nice to see some hay bales (by henriquebg88 on cgtrader)
Also I changed the way how the "witch-puddle" spreads.

So I restarted the animation render...

Frame 4 of 150:
[attach=1]



Another construction site is the intro animation to show the place where the Serenity appears the first time.
It's still mostly the same as the 360° panorama but a good looking camera rotation is a different challenge. I tried to get not too large render times. I can live now with app. 45 up to 120 minutes per frame.

A new car came into the scene (VW Golf by Giovanni Bartolomeo on Archive3D) and I added a rose bush in the foreground for having a better width in the POV.

Before starting the 600 frames animation render I did some testrenders in this case ;)

[attach=2]   [attach=3]

[attach=4]   [attach=5]


Title: Re: Based on Dunes road setup
Post by: Dune on June 26, 2017, 02:40:36 AM
I don't see anything floating or other unpleasant surprises. In fact it all looks terrific (I am not nitpicking about the roof). Nice pine tree, btw. Which one is that?
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 26, 2017, 03:57:54 AM
Quote from: Dune on June 26, 2017, 02:40:36 AM
I don't see anything floating or other unpleasant surprises. In fact it all looks terrific (I am not nitpicking about the roof). Nice pine tree, btw. Which one is that?

Thank you Ulco... ;D I was nitpicking myself - and did not upload one picture I was unsatified with... It was something with the red Renault - but no problem with cam in motion.

The little forest is completely XFrog (as usually most of my renders)
CL13_Pinus_muricata_Bishop_Pine
CL16_Pinus_strobus_Eastern_White_Pine
EU32_Picea_abies_Norway_Spruce

Biologically not perfectly correct... but hey... I raised the trees as if they were my own children.. kind of international group ;)



Title: Re: Based on Dunes road setup
Post by: Dune on June 26, 2017, 08:00:08 AM
Thanks, Nils. Nobody will notice any biological incorrectnesses  ;)
Title: Re: Based on Dunes road setup
Post by: Kadri on June 26, 2017, 12:19:33 PM

Looks great Nils.
Title: Re: Based on Dunes road setup
Post by: bobbystahr on June 26, 2017, 05:46:37 PM
Quote from: DocCharly65 on June 24, 2017, 08:42:48 AM
Was just playing around with the witch...

[attachurl=1]

Best what I could do with my postwork experience was that flashing ball Ifounf on youtube...
Perhaps when I do the final cut I'll have to ask someone for help who has experience with speciall effects and postwork :)



Full marks here...well done
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 27, 2017, 02:11:20 AM
Thanks, all of you :)

The more often I watch it, the more I like the flashing ball effect...
I think in the final version I'll play around with it and check if I can get it centered on the appearing witch more precisely...


... meanwhile on PixelPlow... ;)
I want another scene with the look of the abandoned gas station in the minutes before the witch appears.
To get a formerly busy and used look of that station I placed many more little details like 4 kinds of rubbish some pumptracks and some tire-stacks all over the station.

The last one is the last test from yesterday before I sent the renderjob to PixelPlow.
(only Detail 0.2 / AA 2 - and I reduced the starburst effect a bit befor I submitted)
The first two are already Pixelplow renders from the night.

[attach=1]   [attach=2]

[attach=3]

Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 30, 2017, 01:52:36 AM
On FB I already posted a next step ;)
Time to get on actual state here too:

I was once again shopping ... An Austin Mini, a rope, An armchair ... Had a strange idea ... again...
Fortunately I could find out that the starnge british man is obviously well known all over the world... :)
Thanks for the info Bobby :)

[attach=1]   [attach=2]   [attach=3]

I especially played a bit with the Austin model (Austin Mini Cooper S British low-poly 3D model by TiRex on CGTrader)
I had to lower the side windows for the ropes, exchange the wheels for a version where it's not visible that they are not spinning...
Of course finding the right colore and recoloring ...

One animation will look similar to this:
[attach=4]

A second scene will look like this:
[attach=5]   [attach=6]

I forgot to texturize the rope which Mr. Bean uses for steering strange that in the render there appear 3 ropes.
I already corrected it - good to do test renders sometimes :)
Title: Re: Based on Dunes road setup
Post by: Dune on June 30, 2017, 06:18:30 AM
 :D
Title: Re: Based on Dunes road setup
Post by: bobbystahr on June 30, 2017, 10:18:47 AM
hee hee hee
Title: Re: Based on Dunes road setup
Post by: luvsmuzik on June 30, 2017, 10:23:24 AM
How the youngsters used to watch the auto races from the infield at the track.  :o
Title: Re: Based on Dunes road setup
Post by: Oshyan on June 30, 2017, 08:37:44 PM
Hah, I love your imagination. I would never come up with this stuff.

The appearance of 3 ropes is probably due to motion blur.

- Oshyan
Title: Re: Based on Dunes road setup
Post by: bobbystahr on June 30, 2017, 09:04:46 PM
Quote from: Oshyan on June 30, 2017, 08:37:44 PM
Hah, I love your imagination. I would never come up with this stuff.

The appearance of 3 ropes is probably due to motion blur.

- Oshyan

The middle rope is a shadow of the front, and I am making a Mr Bean assumption here, steering rope.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on June 30, 2017, 09:18:28 PM
Thanks :)

In fact its the combination of motion blur AND no displacement AND no texture... since I added the texture and normal images the effect is gone.

But meanwhile I had to take an other (little) setback...
But actually, I am a bit frustrated ...  I just can't get a good Mr. Bean's face. That would have been great. But the facial modeller software requires pretty high-quality photo material as a template ... And Rowan Atkinson grimaces on almost every photo ... this will be at most a cartoon funny somehow but I don't want it in my film like this... 😒

I think as consolation pavement I expand my role and refine in my film ... "Dr. Charles Mutumi" - "DocCharly" - The smoking weird Doc in the shuttle chased by Tomas Magnum ... and I got my face also changed into a cool version... that's my african-east-asian twin...

[attach=1]   [attach=2]   [attach=3]


Besides: In real life I HAVE SOME MORE HAIR... but rendering selfmade hair in Terragen? - Better I leave Ulco doing complicated things like that ;)
Title: Re: Based on Dunes road setup
Post by: Kadri on June 30, 2017, 09:23:04 PM

Organic modelling is hard(for me). May it be easy Nils :)
Title: Re: Based on Dunes road setup
Post by: bobbystahr on June 30, 2017, 11:43:27 PM
The first of those 3 is damn close if you did that
Title: Re: Based on Dunes road setup
Post by: Dune on July 01, 2017, 02:10:05 AM
Hey Nils, if you need some wild hair.... (on a model), send me the model.
Title: Re: Based on Dunes road setup
Post by: DocCharly65 on July 01, 2017, 04:48:06 AM
Thanks Ulco :)

Mhh... unfortunately Mr. Bean mostly has cleanly parted hair... Can you?  :o ;)
Didn't test the models directly in TG so far... I must look how the models work and I'll see what I'll do with them.
Title: Re: Based on Dunes road setup
Post by: Dune on July 01, 2017, 10:12:14 AM
Even adding some sort of polygon cap as hair would be good enough for animation I guess. Real hair would be heavier. Parted hair can be done, I can try at least.