I find it interesting I can still import Meshes directly from the blend file into Unity, even with the new Mesh system.
Followed that one tutorial someone posted a while back, but used cycles instead of blender renderer.
Rendered 50,000 passes in about 6 hours. I think I overdid the dof a bit though.
[thumb]http://puu.sh/scoK[/thumb]
50,000 passes? What?
[editline]30th April 2012[/editline]
Speaking of which, rendered the master edit of my film today. I comped a grand total of 83,671 frames. Huzzah!
[QUOTE=Scotchair;35763160]50,000 passes? What?
[editline]30th April 2012[/editline]
Speaking of which, rendered the master edit of my film today. I comped a grand total of 83,671 frames. Huzzah![/QUOTE]
I don't remember the name for it, its passes or samples or something.
[QUOTE=guest91;35762881]Followed that one tutorial someone posted a while back, but used cycles instead of blender renderer.
Rendered 50,000 passes in about 6 hours. I think I overdid the dof a bit though.
[thumb]http://puu.sh/scoK[/thumb][/QUOTE]
Jesus that is pretty, you did a great job and I don't feel the DOF was over used.
[QUOTE=guest91;35762881]Followed that one tutorial someone posted a while back, but used cycles instead of blender renderer.
Rendered 50,000 passes in about 6 hours. I think I overdid the dof a bit though.
[thumb]http://puu.sh/scoK[/thumb][/QUOTE]
I did that blender tutorial too, just never got around to texturing it. So I agree the depth of field is way too shallow and I really don't like the foggy look you have going. It obscures the details and makes it look like a bit of a soupy mess. Good modeling though.
Truth be told matey, I reckon the walls are far too dark. Especially given the amount of lights in the shot, also... the end of the tunnel seems to have some really low resolution or sampling?
It's nae bad, and I dunno how to fix it exactly... just my 2 cents. Also, from what I gather that seems to be a pretty overdone tutorial, I'd give a whack at something newer if I were you.
[QUOTE=guest91;35762881]Followed that one tutorial someone posted a while back, but used cycles instead of blender renderer.
Rendered 50,000 passes in about 6 hours. I think I overdid the dof a bit though.
[thumb]http://puu.sh/scoK[/thumb][/QUOTE]
Is this for an animation or just a still?
I think you could have achieved an identical result with a much, much shorter render time (think more like 5 mins) if you went about it a different way.
3D is about faking things as often as you can to get a product that looks great and renders quickly. There's no point doing all these complex light simulations and effects and have it take 6 hours to render when you could get the same result in a fraction of the time.
[editline]30th April 2012[/editline]
I also can't see the point of the DoF. There's nothing unique to focus on in the image - the area that's in focus is identical to the rest of the image.
If you had a character or event or something in the focal area then it would make sense. At the moment there's not really much going on to make it interesting to look at.
I was assuming it's for a still, animation renders seem to be few and far between in this thread.
On that note, you'd be amazed with what you can get away with in an animation render with some savvy compositing. Comping is seriously underrated in amateur projects IMO, I'll try and get some composting breakdowns posted in here at some point soon to illustrate my point. It's basically just cheap tricks to pimp a shot.
If the 50,000 passes were for lighting, you need to ask 'is the lighting complex enough to require that many passes'. If this were a brighter scene or an outdoors scene with complex geometry and many light sources (including ambient sky light) then it would be worth it. For a dark, can't-see-much-anyway tunnel scene it's not really necessary.
[editline]30th April 2012[/editline]
[QUOTE=Scotchair;35763426]I was assuming it's for a still, animation renders seem to be few and far between in this thread.
On that note, you'd be amazed with what you can get away with in an animation render with some savvy compositing. Comping is seriously underrated in amateur projects IMO, I'll try and get some composting breakdowns posted in here at some point soon to illustrate my point. It's basically just cheap tricks to pimp a shot.[/QUOTE]
I agree. I tend to use an emit material and some blur filtering to do quick anamorphic lens flares
[IMG]http://fc03.deviantart.net/fs70/i/2011/247/7/4/wake_by_zacharyhogan-d48szrx.png[/IMG]
And it only really adds a second or two onto the render time.
I wish my Radeon HD 5570 would work with cycles. Or at least have a processor better than my 1.8Ghz Phenom X4.
[editline]29th April 2012[/editline]
[t]http://filesmelt.com/dl/TardisType40Rev2_wip41.png[/t]
Quick render, working on improving the TARDIS. Reduced it to 870 tris & quads, both doors now rigged, redoing some textures.
[QUOTE=Dr. Evilcop;35764401]I wish my Radeon HD 5570 would work with cycles. Or at least have a processor better than my 1.8Ghz Phenom X4.
[editline]29th April 2012[/editline]
[t]http://filesmelt.com/dl/TardisType40Rev2_wip41.png[/t]
Quick render, working on improving the TARDIS.[/QUOTE]
Top window seems a but to low or small or something. Still looks amazing though.
[QUOTE=Quinnjdq;35764802]Top window seems a but to low or small or something. Still looks amazing though.[/QUOTE]
The lantern thingy on top? Yeah, no matter what I scale it to, it always seems off. So I just set it to the blueprint. I'll be adding more detail to it in a bit.
[QUOTE=Dr. Evilcop;35764857]The lantern thingy on top? Yeah, no matter what I scale it to, it always seems off. So I just set it to the blueprint. I'll be adding more detail to it in a bit.[/QUOTE]
Nah, the actual windows on the front door of the it seem to low, it is showing to much panel.
[t]http://filesmelt.com/dl/normal10.png[/t]
[t]http://filesmelt.com/dl/normal_adjusted1.png[/t]
Not quite sure what you mean. Does it seem that way in the earlier renders too? I haven't touched the window's position since I first made them. It might have looked off from the doors being ajar, it looks really weird when they're higher IMO.
[editline] BUTBUTBUT[/editline]
Also the TARDIS is deceptively tall. The windows would be above most people's heads at that height.
[t]http://www.justjon.net/wp-content/uploads/2010/09/tardis-tennant.jpg[/t]
So I've downloaded and installed the newest Blender build [i](2.6.3?)[/i] and I was wondering if any of you had starting advice?
I have some experience in 3ds max, zbrush and XSI Softimage, but this is pretty much my first time using Blender.
Any recommended tutorials to get used to the UI and what-not?
[QUOTE=Kiamberm;35766888]So I've downloaded and installed the newest Blender build [i](2.6.3?)[/i] and I was wondering if any of you had starting advice?
I have some experience in 3ds max, zbrush and XSI Softimage, but this is pretty much my first time using Blender.
Any recommended tutorials to get used to the UI and what-not?[/QUOTE]
In preferences, there is an option for a Maya control scheme. I'm assuming Maya and Max have more or less the same controls, so it may help you ease in better.
So I am trying to teach myself rendering and in most renders I see really bright florescent lighting that looks more like a sky rather than a light bulb.
[IMG]http://speedcap.net/img/461fcdb0328b2d7665b6039dd2ddf783/c50ec5c3.png[/IMG]
Something like this. How would I get this sort of effect?
[QUOTE=Quinnjdq;35768720]So I am trying to teach myself rendering and in most renders I see really bright florescent lighting that looks more like a sky rather than a light bulb.
[IMG]http://speedcap.net/img/461fcdb0328b2d7665b6039dd2ddf783/c50ec5c3.png[/IMG]
Something like this. How would I get this sort of effect?[/QUOTE]
you could use a Photometric ligth for that result.
You can adjust the light so that the photometric light is a square and scale it.
When using a photometric light you need to have everything in scale.
[QUOTE=Maloof?;35763444]If the 50,000 passes were for lighting, you need to ask 'is the lighting complex enough to require that many passes'. If this were a brighter scene or an outdoors scene with complex geometry and many light sources (including ambient sky light) then it would be worth it. For a dark, can't-see-much-anyway tunnel scene it's not really necessary.[/QUOTE]
It's not really true.
He uses Cycles, a unbiased render engine.
What he really means is samples.
More samples = less noise.
[url]http://upload.wikimedia.org/wikipedia/commons/9/99/Luxrender-Reihe-animiert.png[/url]
50.000 is way too much and I think you could get a noise free image with about 2.000.
I hope he did use his GPU to render because 50k samples with CPU takes ages.
[editline]30th April 2012[/editline]
[QUOTE=Kiamberm;35766888]So I've downloaded and installed the newest Blender build [i](2.6.3?)[/i] and I was wondering if any of you had starting advice?
I have some experience in 3ds max, zbrush and XSI Softimage, but this is pretty much my first time using Blender.
Any recommended tutorials to get used to the UI and what-not?[/QUOTE]
Basics: [url]http://cgcookie.com/blender/get-started-with-blender/[/url]
More awesome tutorials: [url]http://cgcookie.com/blender/[/url]
I have no idea what I am doing but it is pretty fun.
[t]http://dl.dropbox.com/u/43356210/Modelphotos/teapots.png[/t]
I have only done small bits of rendering so to sit down and actually try to learn it is pretty fun. Tomorrow I am going to model an actual scene and not just use teapots.
I typically do 500 pass renders for tests, 2000 for final. Granted, this takes about a minute on my GTX 560 Ti.
[QUOTE=woolio1;35769904]I typically do 500 pass renders for tests, 2000 for final. Granted, this takes about a minute on my GTX 560 Ti.[/QUOTE]
Oh hey, I know this is really unrelated but did you ever get that build me and that guy reccomended?
Does anyone know why I get a kind of shadow when I use alpha in C4D? I´m thinking of shining it trough it but somehow it just blocks the light.
gonna post a picture soon.
Got the film finshed and handed in today, it was so fucking stressful. SO many last minute problems with render times and compression... we've got a few weeks to tweak for the degree show, but we'll be assessed on today's submissions.
That said, we're pretty fucked off cause another group (who we're actually really close friends with) got a 5 day extension 'cause they didnt finish due to poor time management. Sent a ranting email to the course leader, it totally undermines our hard work.
Alas. We're going to try and cut together a trailer or at least some highlights. I'll be able to post the making of, which should interest you guys :D
[QUOTE=Scotchair;35771380]That said, we're pretty fucked off cause another group (who we're actually really close friends with) got a 5 day extension 'cause they didnt finish due to poor time management. Sent a ranting email to the course leader, it totally undermines our hard work. [/QUOTE]
First off, congrats on delivering your product. I hope you end up with a fine score. From what I can tell, you deserve it. Second, if I got a penny for every time that happened to me, I'd have a crapton of pennies!
[QUOTE=SweetSwifter;35771439]First off, congrats on delivering your product. I hope you end up with a fine score. From what I can tell, you deserve it. Second, if I got a penny for every time that happened to me, I'd have a crapton of pennies![/QUOTE]
They would still be as worthless as they always are though.
[QUOTE=FlubberNugget;35770522]Oh hey, I know this is really unrelated but did you ever get that build me and that guy reccomended?[/QUOTE]
I don't recall.
Does anybody know where to get good blueprints from ?
Except for "the-blueprints.com"
They don't have pistol blueprints that are that good
Just some teapots.
[IMG]http://i59.photobucket.com/albums/g316/dominoegnallange/different.jpg[/IMG]
And I found a way to use Z-depth within Photoshop, and not just After Effects.
[URL]http://www.onnovanbraam.com/index.php?tutorials/depth_of_field/[/URL]
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