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m.d.
09-26-2016, 11:09 PM
Just finished previzing a Octane cloud test

Very simple workflow, renders in 1 minute a frame @ 1080p with 1 gtx 970 and 1 470....
Camera move is for a 3dtrack, so a bit jittery...and although the lighting looks a bit strange, it matches the original video plate it is being comped into (slightly oversaturated though) Didn't have time to roto tonight for the final comp
Cloud generated in houdini (free apprentice version) although I have had some decent results with Turbulence clouds as well

Pretty pleased with the render times and realism.

Might do a tutorial if any are interested

https://vimeo.com/184460748
EDIT:just realized you can't see the link on mobile
vimeo.com/184460748

m.d.
09-26-2016, 11:12 PM
This is the plate with it comped over.....sans roto of course.
Hence the crazy cloud lighting..
134602

prometheus
09-26-2016, 11:20 PM
Promising..especially the render times.

did you import the houdini cloud through openvdb and used that in octane?
and curious..did you use object for the houdini main shape of the cloud creation or did you use particles? ..I suppose you did use the cloudfx tools anyway?
Though I think the cloud shape is a bit too uniform and alone as cloud puff at that scale, it should probably merge with other larger cloud shape areas in my opinion.

Edit..ahh..well yeah, the cloud was made single I guess because the intent of comping with background plate with more clouds.

m.d.
09-26-2016, 11:28 PM
yup...Houdini, cloud rig.... write to VDB and import

The full sky rig is a bit tricky. The sky rig is merely a volumetric proxy, as the real thing is done procedurally at render time using VEX....I got some decent results hacking the network, and importing an upsampled proxy converted to VDB..... but would need to figure out the VEX network to bring in the full rez result.

Nothing special with the houdini tools though....was able to get just as good results with turbulence, but the Houdini clouds are quick and easy to generate.
Octane is the key as realistic scattering is pretty well built in

m.d.
09-26-2016, 11:32 PM
Though I think the cloud shape is a bit too uniform and alone as cloud puff at that scale, it should probably merge with other larger cloud shape areas in my opinion.

Edit..ahh..well yeah, the cloud was made single I guess because the intent of comping with background plate with more clouds.

LOL....lot more wrong with this shot then that :)
At this scale an F22 at cruising speed should pass through that cloud in about 1/100th of a second :)

prometheus
09-26-2016, 11:42 PM
Thanks for the info..itīs promising and may be worth looking into.
Terragen4 has amasing new cloud scattering. and cloud fractals are always looking good, my dislikes is still the huge rendertimes and I simply hate the ui and navigation controls in terragen.
before I even go in to octane ..and houdini vdb export etc..I would like to await the new lightwave volumetrics and see.
The density control in houdini is nice with curve control to control fuzziness of the edges of the clouds..where it feathers out, not something that is easy to do with hypervoxels, turbulenceFD perhaps.

Houdini is easy to setup clouds from..especially using objects as source..the scattering can be nice too if set right, I had some issues though with installing of the latest versions not working..probably a windows or driver issue.

https://lh3.googleusercontent.com/4jh5wYXIu-MtKGYr09WZWphWAAEHLkSix5M-rYHn2q0v_wcakBRFhAIGc5tqaNYQOTsTKe-1USBRsQ=w1920-h1080-no

https://lh3.googleusercontent.com/-7k-ApNaX6vIwkuD9JF8VjxGjcB8yrJ31W-DUp_0HogLJBRpw1OlWjJL_jhFsupIQoD4EfhrdWOPew=w1920-h1080-no


https://lh5.googleusercontent.com/-9lnrRbHPK6I/UvqTbDfC1wI/AAAAAAAACV8/5TvsEWGGdVE/s1152/horse_cloudfx_no%2520noise.jpg


https://get.google.com/albumarchive/100944643113557837045/album/AF1QipNwBMhgEBCRf_SGiUzcopEA_feQlKu4uKR4ERkZ

m.d.
09-27-2016, 12:44 AM
The one problem with Houdini clouds is its very hard to get whisps with the shelf tools alone.
The guys that wrote the cloud tools for a commercial, which was copied by Houdini commented on how they had to combine multiple whips sims over too the clouds
to achieve the look.
Turbulence can achieve the wisps naturally through simulation.....Houdini could as well, but the cloud setup is not a sim, but just volumetrics with noise.

Interesting though there is talk in the future of terragen opening up to VDB export....then you would get the best of both worlds....their fractal setups with Octanes speed

I look forward to Lightwaves approach to clouds and volumetrics, but for now I think I have a viable solution that doesn't take forever to render

prometheus
09-27-2016, 01:00 AM
The one problem with Houdini clouds is its very hard to get whisps with the shelf tools alone.
The guys that wrote the cloud tools for a commercial, which was copied by Houdini commented on how they had to combine multiple whips sims over too the clouds
to achieve the look.
Turbulence can achieve the wisps naturally through simulation.....Houdini could as well, but the cloud setup is not a sim, but just volumetrics with noise.

Interesting though there is talk in the future of terragen opening up to VDB export....then you would get the best of both worlds....their fractal setups with Octanes speed

I look forward to Lightwaves approach to clouds and volumetrics, but for now I think I have a viable solution that doesn't take forever to render


meh..depends on what type of whisps, I think I could control that pretty good with the density curves in houdini, in lightwave you do not have working thickness gradient based on local density, and you would have to go with the dissolve channel...but thatīs not where it should be..

I also think terragen does that decently..so itīs not a matter of simulating a fluid to get it nice foremost, itīs about density control, which type of fractal used for the cloud and how that propagates good towards the edges is another thing.
for lightwave...you couldnīt just go that easy with dp gardner clouds or fbm etc..the best fractal is the simpler turbulence for edges, then itīs just a matter of density control for the outher boundaries or density of the outer edges of the volume, but turbulence isnīt good for the cumulus main shape, so with static procedural approach, we would need a way to combine the procedurals..gardner, turbulence and make one work on the main shape, and the other only effect the edge density feathering of the cloud like turbulence, then we would need a proper thickness/density channel where the density and thickness can be controlled by a curve..like in houdini.
Now I think we have seen some small hints on that the new volumetrics seem to have some new blending implementations working with two..or perhaps more procedurals.

Nothing beats the real thing withfluids though..Dax Phandi and his helios may be quite good though..
I did some early test with cirrus feather style thin clouds with turbulenceFD in lightwave, and itīs quite nice, just added a procedural cloud density on quite a flat cloudplane area, and distorted them by a fluid force to whip up the cloud whisp...

https://lh3.googleusercontent.com/ch1u-HoECqNWP9TKS2OFSH36SmIlEokX9pSs-CMB4VCAg_cb64WyHcwN0NkkKXYU0NudmjBLsQ=w1920-h1080-no

erikals
09-27-2016, 03:06 AM
looks great m.d.   :)

the render quality is Nice!   :)

ianr
10-01-2016, 06:39 AM
Prom,
I like your little pony, may he grow into a Pegasus!


I though you would find this interesting probably done in Houdini too

https://www.youtube.com/watch?v=0Yn78b_i4To


its shown on U.K. T.V. done by Saddington Baynes London

for the overall owners Heineken Breweries

prometheus
10-01-2016, 02:32 PM
Prom,
I like your little pony, may he grow into a Pegasus!


I though you would find this interesting probably done in Houdini too

https://www.youtube.com/watch?v=0Yn78b_i4To


its shown on U.K. T.V. done by Saddington Baynes London

for the overall owners Heineken Breweries

Cool..yes, probably houdini, itīs easy to make any object volumetric with additional options to add random particle influence to break up uniformity, not something yuo would try out with hypervoxels, I know modo go volumetric item, and tested..but itīs not really the same in quality..houdini allows for softer edges that is much harder to do with modoīs volumetric items I think.
Not sure about the the underlying tech..but I think modo and houdini does that different.

m.d.
10-02-2016, 05:54 PM
Final comp.....

https://vimeo.com/185255513

wingzeta
10-02-2016, 09:56 PM
Final comp.....

https://vimeo.com/185255513

Looks awesome! Cloud looks a little greenish compared to surrounding clouds, but otherwise looks very real. Just watched it again. There is a bump in the track just before 5 sec, where the cloud swims a bit. Hope that is helpful.

m.d.
10-02-2016, 11:42 PM
Looks awesome! Cloud looks a little greenish compared to surrounding clouds, but otherwise looks very real. Just watched it again. There is a bump in the track just before 5 sec, where the cloud swims a bit. Hope that is helpful.

i just noticed that bump after putting it live...have to check the scene cause i swear it wasnt there before

prometheus
10-03-2016, 01:59 AM
yep..the color difference breaks it foremost, also the amount of volume texturing within the cloud that indicates it to be a different cloud entity rather than blending in with the rest of the clouds, itīs not easy..it would need to be a bit more flat in the cloud base I think, itīs pretty good though.

erikals
10-03-2016, 05:30 AM
hope you don't mind,
a PhotoShop way, maybe it can be done in a similar way in Octane or using DPont's Buffer nodes?


https://www.youtube.com/watch?v=Gn5coO-r9x4

prometheus
10-03-2016, 05:53 AM
hope you don't mind,
a PhotoShop way, maybe it can be done in a similar way in Octane or using DPont's Buffer nodes?


https://www.youtube.com/watch?v=Gn5coO-r9x4

looking good erikals, though I wonder if itīs a good way to go for several frames?

aftereffects may be just as good if not better with realtime feedback and all frames loaded, and possible blur the volume a bit, depending on what m.d. has acess too, or use free fusion.

tested a bit in after effects on it, so yes..adding color correction effect, and blurring the cloud layer should be just fine..going photoshop may not be the way trying to isolate with selections..especially since the author has the original stuff and can isolate the volume render as a separate layer when rendered out...the blurring will help blend the volume render layer with the the true clouds, then itīs just a matter of color correct and dial in with color pickers or just manually do it.
I will not test any further on it though..since I do not have the original volume separate layer, I would have to rotoscope track the cloud layer and mask out unecessary.

erikals
10-03-2016, 07:49 AM
thanks http://erikalstad.com/backup/misc.php_files/smile.gif

yes, no, i don't think PhotoShop would be a way to go on this one. there is the batch automate function, but it's a lot of trial 'n error.

but i wonder if DPont nodes could do it. maybe. or possibly Octane has some adjustment settings.

need to get more into DPont Buffer Nodes, but no time at the moment.

ianr
10-03-2016, 08:43 AM
You may want to try BMD Fusion for this?

erikals
10-03-2016, 08:54 AM
yes, that's another good way to go about it   :)

not sure if DaVinci Resolve could kick it, maybe.

m.d.
10-03-2016, 01:32 PM
This is comped in Fusion Studio....probably 5 color correction nodes already added
I do use AE as well....

While there is still some tweaking to do, I stopped short of ultimately blending it in to the background completely as the whole sky is overblown and clippped, I shot that on a red years ago and it took everything I could do in post just to get some of the cloud detail back in....so I didn't want to necessarily match it to hideously exposed and color mangled clouds
(I showed some friends and they commented the cloud was too yellow, not realizing it was the real cloud they were looking at)

I'll definitely revist this to fix the tracking, and decide whether to seamlessly integrate the cloud or keep it a little 'special'

m.d.
10-03-2016, 01:39 PM
The photoshop gradient layer is a good idea, and photoshop will take in video...problem is it only outputs 8bit video so would have to batch it to keep bit depth...

If you want to give the real clips a try I will post them when I get back from the doctors....I just killed my back and can barely walk at the moment :)

erikals
10-03-2016, 03:24 PM
not quite sure if PhotoShop CS3 can solve it in a good way, been looking at Fusion a bit, but hard to say,
i got Fusion Gradient Mapper results, that should solve it, supposedly, but it was somewhat limited info.

all i found was...


1. After the node of your source image add a ColorSpace node, to Color, BW
2. After the ColorSpace, add a Custom Tool
3. Add a Background with a Gradient and make the gradient to your like
4. Connect the output of the Background to the Input 2 of the custom tool
5. In the Channels Tab, red expression type: getr2d(r1,.5)
6. Green expression: getg2d(g1,.5)
7. Blue expression: getb2d(b1,.5)

...and i'm a total Fusion newbie... [currently]

------------
living in Miami, i remember Advil helped quite a lot for my back problems (only a stress related back problem, but still, might help you)

m.d.
10-03-2016, 05:04 PM
Way beyond Advil :)
My bottom vertibrae got kinked sideways in my pelvis.....muscles are too stiff to allow it back in place
Should be better in a few days, but actually needed crutches to walk just to take the weight off my feet, old injury.....had this happen 20 years ago, exact same thing

Good tip on fusion,
I'll post my comp with notes and images as soon as I am able to walk downstairs to my office :) hopefully tonight sometime....

erikals
10-03-2016, 05:17 PM
ah, yeah, don't tell me about bad vertebras. :D

but not as bad as yours by far, hope you get better soon.

erikals
10-04-2016, 09:06 AM
in Fusion, this might be on to something...


https://www.youtube.com/watch?v=b1c6RKkikzQ

erikals
10-04-2016, 09:41 AM
...and Voila! 


https://www.youtube.com/watch?v=iV3cj-eZ0gI


https://web.archive.org/web/20111129175336/http://www.vfxpedia.com/index.php?title=Settings_and_Macros


:)

m.d.
10-04-2016, 05:54 PM
Finally able to go downstairs......

Here is the link to an annotated Fusion comp and 3 image files

https://dl.dropboxusercontent.com/u/3289255/Sample%20comp.zip

I will keep this up for a week or so.

If you are a fusion newbie, this can help a lot as I added some good notation with it. it only works on frame 258 because of roto animation....and check the notes on linear color and the viewer LUT's

Zoom in if you cant see all the notes text, it dynamically changes font size

erikals
10-05-2016, 06:43 PM
thank you m.d.! downloaded. :)

i'll probably get back to this one. i try to do it all in LightWave, but sometimes there is no way around Fusion.
and there is just no excuse now that Fusion is free. :)

thank you very much for sharing, hopefully it will help some other wavers too.

m.d.
10-11-2016, 05:59 PM
Already beat this one to death....but I figured I'll post the final video

More of a compositing/generalist demo as somebody asked me for a compositing reel last week, so this was the best I could do over the weekend


https://vimeo.com/186467681

erikals
10-11-2016, 06:23 PM
Nnnnnice!   http://erikalstad.com/backup/misc.php_files/smile.gif