sadly the reder times take aaaaaaages... 7h for the last one for example in mental ray with less than draft settings in 640x480 at 190frames (30fps)
the simulation itself didnt take that long, maybe an hour or two for all sims, a tip here is to use low poly versions of your render models to speed it up drasticly, for example the fluid in the second vid has about 400k polies, the low poly sim versions only has about 20k... the sim "nearly" uses that reduction by 100%!
what i dont get so far is why that fire creates those blocky shapes, usually at its base, its annoying and even increasing the fumefx grid resolution doesnt really help
but ya there is still lots to learn, improve and fix XD
Last edited by jaysus; 07-25-12 at 06:02 AM.
always looking for all kinds of work in the field of design, art and creation
another FX test with that logo, i might be going a tad offtopic but its afterall a former ZB model :P
i must get back to the layer animations in ZB sometime tho, just watched the HD version of my testrun with that head sculpt again and its simply awesome, it renders really fast for the amount of detail, faster than lets say such an FX animation without anything fancy or lots of polies at all and the results are really stunning imo, especially for facial expressions, it might not be the best for final productions since the shaders are nice but not necessarily realistic but wow, sooo easy to use lol, definately great to make previews for the facial animators or to show clients, also for stylyzed animations...
always looking for all kinds of work in the field of design, art and creation
in my eremit cave somewhere in the deep woods of krautland
Posts
175
just some stuff i did in realflow...
...
kidding
photos i took during a modelling break on some island (still preparation and studies for another project tho -.- ...if you love it there is no real free time lol)... using photoshop layers to multiply the intensity and colour awesomeness of the pictures, by adding a multiply and soft light layer of the same picture ontop, slightly adjusted in intensity depending on wild guesses, looking neat i think
works for renders too (needed for adjusting ZBs BPR renders anyway)... thats how you give them depth, render the same thing more than once with different mats even and it becomes really interesting, then add it all together and baam, fake HDR or somin
always looking for all kinds of work in the field of design, art and creation
in my eremit cave somewhere in the deep woods of krautland
Posts
175
...what happened in the meantime
depth of field test on a realflow wave with mental ray solid glass shader
same wave, additional noise in the material, from inside with a surfing goat and a logo! woho
a logo i did for a friend, handwriting ported to ZBrush, turned 3D, decimated with the Master of Decimation resulting in ugly shading imo meh, laziness tata, back to max for render