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General => Terragen Animation => Topic started by: cyphyr on March 03, 2020, 04:13:54 pm

Title: Portal Proof of Concept
Post by: cyphyr on March 03, 2020, 04:13:54 pm
I have wanted to try this for a while and since I had some down time I finally got around to giving it a whirl.

Obviously a LOOOOONG way to go but the basic concept works and is not too hard to achieve. It should be possible to go through the portals.

Now to work out a more interesting (and longer) camera move and some better moodier environments.

https://vimeo.com/395292809 (https://vimeo.com/395292809)

Portal_Proof_of_Concept_test.jpg
Title: Re: Portal Proof of Concept
Post by: Matt on March 03, 2020, 04:18:22 pm
Ooh.. Can you get the bloom/starburst from the setting sun to flash over the foreground world by rendering the sunset world as an EXR and rendering the foreground world with bloom/starburst?
Title: Re: Portal Proof of Concept
Post by: cyphyr on March 03, 2020, 04:24:26 pm
Quote from: Matt on March 03, 2020, 04:18:22 pmOoh.. Can you get the bloom/starburst from the setting sun to flash over the foreground world by rendering the sunset world as an EXR and rendering the foreground world with bloom/starburst?
Quite possibly. Experiments continue ...
It would be great to have the post effects as a seperate render element (hint!)
I was wondering about doing a seperate pass with a very thisk atmosphere that could catch some rays eminating from the portal and then multiply that over ... we shall see :)
Title: Re: Portal Proof of Concept
Post by: Kadri on March 03, 2020, 08:34:07 pm
Nice.
Title: Re: Portal Proof of Concept
Post by: Hannes on March 04, 2020, 12:44:51 am
Really amazing! Looking forward to your next step.
Title: Re: Portal Proof of Concept
Post by: DocCharly65 on March 04, 2020, 01:50:16 am
That's very impressive and looks amazing!
Title: Re: Portal Proof of Concept
Post by: Dune on March 04, 2020, 01:57:56 am
That's very cool! I think I probably know how you did that. Very intriguing scene, I like that sort of experiments!
Title: Re: Portal Proof of Concept
Post by: j meyer on March 04, 2020, 11:49:51 am
Yeah, cool stuff. Curious to see where you'll take this.
Title: Re: Portal Proof of Concept
Post by: WAS on March 04, 2020, 12:47:30 pm
For some reason I can't watch this. Vimeo just shows a image? Or is this a image?
Title: Re: Portal Proof of Concept
Post by: cyphyr on March 04, 2020, 01:57:59 pm
Quote from: WAS on March 04, 2020, 12:47:30 pmFor some reason I can't watch this. Vimeo just shows a image? Or is this a image?
It should be working, it's a 200 frame low res video.
Try a different browser maybe.
Title: Re: Portal Proof of Concept
Post by: WAS on March 04, 2020, 08:39:32 pm
Got it.

Is that done just in Terragen?

That's really cool, love the boundary effect. Some bloom might look cool on it.
Title: Re: Portal Proof of Concept
Post by: luvsmuzik on March 07, 2020, 11:07:16 am
Quote from: cyphyr 3/3/2020, 4:24:26 PM

Quote from: Matt 3/3/2020, 4:18:22 PM

Ooh.. Can you get the bloom/starburst from the setting sun to flash over the foreground world by rendering the sunset world as an EXR and rendering the foreground world with bloom/starburst?

Quite possibly. Experiments continue ...
It would be great to have the post effects as a seperate render element (hint!)
I was wondering about doing a seperate pass with a very thisk atmosphere that could catch some rays eminating from the portal and then multiply that over ... we shall see :)

A few times now, someone has asked about using bloom and burst as a separate render pass.

These are Blenders's compositor passes using filter streaks and simple star, tolerance 0.01 and 0.5 respectively. mix 0.5

Blender picks up the light in tolerance setting to make the streak or star. I could not get a bright sunburst ray like TG does.
Blender filter streaks.png

Blender filtersimplestar.png
Title: Re: Portal Proof of Concept
Post by: WAS on March 07, 2020, 12:53:01 pm
I'm thoroughly confused. 😂🤣
Title: Re: Portal Proof of Concept
Post by: cyphyr on March 07, 2020, 01:06:51 pm
@luvsmuzik
Thank you, that's a cool trick to know. I composited the three scenes in Nuke and I'm sure there is a comparable filter in there.
I would probably just use it on the boundary effect.

@WAS 
Yes this is confusing the hell out of me!
Right now I need to make up about 10 scenes that al work with the same camera path, then decide which will be main scenes that the camera goes "through" and which will just be side shows that the camera just passes by.
It's an immense headache and I expect progress to be s l o w ... .. .
Title: Re: Portal Proof of Concept
Post by: WAS on March 07, 2020, 01:13:00 pm
Oh I get how it's working now. That makes sense and pretty clever, if not laborious.
Title: Re: Portal Proof of Concept
Post by: WAS on September 16, 2021, 03:04:04 pm
I am actually confused. I tried a few attempts to try this but not even sure where to start. Can you share a simple breakdown?
Title: Re: Portal Proof of Concept
Post by: Dune on September 17, 2021, 04:44:08 am
Projection of a formerly rendered image or animation onto a card, I'd say. With a warped simple shape as projection area and opacity mask.

But it would be perfect if this could be done in one session, but I wouldn't know how to achieve that.

EDIT: ah, it's a Nuke composite, didn't read that part. It can be done in one go in TG, but I came across an issue where the image was projected the wrong way, though the projection camera was the same as the inital render was made from.

Sorry about hijacking your thread, Richard. I will stop after this.
Title: Re: Portal Proof of Concept
Post by: WAS on September 17, 2021, 12:28:47 pm
Thanks Ulco! Makes much more sense now from a TG perspective. Was thinking of doing something with that palantir
Title: Re: Portal Proof of Concept
Post by: cyphyr on September 17, 2021, 02:33:07 pm
Sorry, missed this.
Ulco is correct, this is all comped in NUKE. I did it partly as practice for NUKE actually.

Effectively three renders each with the same camera move. Fore ground layer, background (through the portal) layer and the portal itself that acts as a mask between the two.

Obviously you could have as many background (through the portal) layers as you like each with accompanying portals.

The most difficult part I guess is to create an interesting camera move in the first place.

I also wanted to find a way of getting light to shine through the portals and illuminate the foreground scene but at that stage I think the tricks are more comp based rather than Terragen based.

Portal_Mask.tgd

I have attached the portal file for reference but there is nothing fancy in therePortal_Mask.tgd
Title: Re: Portal Proof of Concept
Post by: Dune on September 18, 2021, 02:21:47 am
Thanks Richard. Curious to see if you did the same as I did. I like the concept of these windows through time, so also thanks for sharing the idea.