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Thread: Tree Burst

  1. #31
    Super Member Hieron's Avatar
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    I like the movement of the dust as it swirls a bit, how did you go about doing that?

  2. #32
    orgasmic
    new web page up www.null.hr

  3. #33
    Almost newbie Cageman's Avatar
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    Very well done!
    Last edited by Cageman; 12-02-2009 at 08:36 AM.
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  4. #34
    Almost newbie Cageman's Avatar
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    Quote Originally Posted by Mr Rid View Post
    BTW, the tree and ground were all rendered in a single pass. This is an example of how I avoid making a bunch of unnecessary layers. When the lighting is done right you shouldnt have to break out a bunch of channel passes.
    Not to pee on your parade here, but have you ever used Janus or Passport? Or any system that actually do layer/multipass breakups without having to fiddle with it? I'm not saying you are doing anything wrong, and in this case I wouldn't see a reason to break things up more than what you already have done, but you always manage to make it sound like it is rocket sience and timeconsuming to get these things working smoothly with LightWave regarding breaking scenes up into several layers and/or multipass (as in Spec, Reflection, Shadow etc). Granted, with Out-Of-The-Box LightWave it is... but with Janus and exrTrader...think again...

    Today I made use of Janus to render out an Environment, two characters (separate from eachother) and a prop that one of the characters interacted with (the reason was because alot of post-work needed them separate). All of this is in a single scenefile, but with the press of ONE button (after spending 30 tedious seconds to set things up in Janus), I got 4 renderscenes that each rendered out those 4 different elements. Not just that, but in each of these renderscenes all other elements were masking the the main element of the renderscene. . So, no matter in which order these things were put together in the compositing application, all of them masked eachother where they should. 30 seconds of setuptime!

    Change something? Well, open the main scene, apply your change and click that button again to update all the renderscenes and just re-init on the farm. With two clicks on the mouse, I could make those 4 layers to output as multichannel exrs containing all the buffers, if that would be necessary. Oh and, I forgot to mention this, but the total rendertime for these 4 layers compared to render all of them in camera was actually lower. That 30 second setuptime in Janus was well covered by the savings on the rendertime.

    Just a thought...

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  5. #35
    Profesor Pixel Poo Mr Rid's Avatar
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    Quote Originally Posted by Cageman View Post
    Not to pee on your parade here, but have you ever used Janus or Passport? Or any system that actually do layer/multipass breakups without having to fiddle with it? ...

    That's all perfectly fine. Go for it.

    But when the lighting is done right, I just have no need of extra channels. The extra passes take up more drive space (and it all has to be logged in a database and backed up daily for many shots on a feature), and may unnecessarily clutter the comp and add possibilities for things to go awry. I see many examples of shots getting overcomped by 2D artists who like to fiddle with the elements too much, or who may be less skilled, or who are failing to read or interpret my notes properly, or who I may have no communication with in some cases and they get "creative" with how the elements were intended to be used.

    In dailies, the supe or client may not like how a comp is looking but is often difficult to pinpoint the exact problem to fix. Sometimes, 'it just doesn't look right.' In some cases we waste time going thru iterations before I have to sit down with the compositor (whose feathers are probably ruffled at this point) and go over each of my elements they are loading, and exactly how they are interpreting and processing them. Often, a setting somewhere is overlooked. I would much rather give 2D the least elements necessary (key word). Besides minimizing passes, I optimize everything I do in 3D, and is part of why I am often told I seem to do the work of 2 or more artists. Each step added to the assembly line of perhaps hundreds of shots and artists is another chance for things to go wrong.

    Myself (when I composite), and an excellent compositor I usually work with, Brad Moylan (who has worked on about 90 movies http://74.125.155.132/search?q=cache...&ct=clnk&gl=us do not want to mess with any more elements than necessary. For example, Brad said that when he was compositing on Transformers all the channel passes were available, but that he never once needed them because the beauty passes were already so close to photoreal, they only needed minor processing to integrate. This is also how I prefer to work.

    Another thing is that I try to be as certain as possible that any technical problems in comp are not coming from 3D, by carefully pre-comping all my elements to make sure they are ready for comp. This greatly minimizes problems before we are sitting in dailies, wasting everyone's time critiquing a shot that is not where it should be.

    The penguins were also rendered in a single RGB pass- http://www.newtek.com/forums/showthread.php?t=104101 except for the first shot, the beaks had an isolated alpha because Sas took light so differently than the geometry.
    The squirrels needed only an additional shadow pass- http://www.newtek.com/forums/showthread.php?t=104227

    I have just learned to keep the process as straightforward as possible. There is enough inherent complication in 3D and VFX as it is.
    Last edited by Mr Rid; 12-02-2009 at 06:07 PM.
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  6. #36
    Profesor Pixel Poo Mr Rid's Avatar
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    Quote Originally Posted by Hieron View Post
    I like the movement of the dust as it swirls a bit, how did you go about doing that?
    A vortex wind. There is also a big donut wind for the woosh of the last limbs to swing up.
    Last edited by Mr Rid; 12-02-2009 at 06:03 PM.
    "O K, so what's the speed of dark?"

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  7. #37
    It's Lightwave, *****es! Digital Hermit's Avatar
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    Man, what I would like to say is, "I am absolutely inspired!"

    However, what seems to come out is... "Ah crap, I quit!"
    Digital Hermit

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  8. #38
    Sinner Saved by Grace Larry_g1s's Avatar
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    Dag Yo! You do some amazing work. Big props.
    Quote Originally Posted by Mr Rid View Post
    One of these days I would like to do a tutorial.
    ABSOLUTELY. How about one of those days be tomorrow.
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  9. #39
    Man of many cells. shrox's Avatar
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    Mr. Rid is getting too good...he's throwing off the curve!
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  10. #40
    Motion Design Lead Iaian7's Avatar
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    Quote Originally Posted by Digital Hermit View Post
    Man, what I would like to say is, "I am absolutely inspired!"

    However, what seems to come out is... "Ah crap, I quit!"
    Haha, same here!
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  11. #41
    the fake volume is very cool, i never did, but consider using Zdepth to make fake volume.

    very sweet animation,
    was it a test? it looks too good to be a test.

    as for jumping particles, HowardM once suggested using groups, did you try that?
    never quite got what he ment, long time ago...
    let's see if i can find it,...
    http://www.spinquad.com/forums/showthread.php?t=6386
    Last edited by erikals; 12-28-2009 at 05:16 PM.
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  12. #42
    Profesor Pixel Poo Mr Rid's Avatar
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    Quote Originally Posted by erikals View Post
    ...
    as for jumping particles, HowardM once suggested using groups, did you try that?
    never quite got what he ment, long time ago...
    let's see if i can find it,...
    http://www.spinquad.com/forums/showthread.php?t=6386
    I looked at that awhile back, but it assumes all your particles land and bounce all at once, and is convoluted to set up a group for each bounce. Even if I could use that, I would need three times the groups (for three bounces) for each of dozens of dirt emitters, but I could not even get LW to handle 3 groups in this scene. For some odd reason that I did not have time to troubleshoot, LW just ignored any 3rd group that I tried apply to anything. I wound up having to enable and disable certain effectors to run different parts of the sim.

    More recently I figured out to use a very low fix power at 1 or 2 that can allow the particles to bounce but stop them when they slow down. At 3 the particles just stopped on the first collision and would not bounce. Depends on particle velocity.
    Last edited by Mr Rid; 12-28-2009 at 06:25 PM.
    "O K, so what's the speed of dark?"

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  13. #43
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    wow, kick ***. seriously.

  14. #44
    Quote Originally Posted by Mr Rid View Post
    More recently I figured out to use a very low fix power at 1 or 2 that can allow the particles to bounce but stop them when they slow down. At 3 the particles just stopped on the first collision and would not bounce. Depends on particle velocity.
    hm, interesting...
    some time back i was thinking about stick mode or wind with a negative value and a falloff, but never got the time to test.

    btw, came across this, Bukadan plugin,
    http://www.newtek.com/forums/showthr...t=98964&page=2
    edit: um, see u already subscribed...
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  15. #45
    Profesor Pixel Poo Mr Rid's Avatar
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    Quote Originally Posted by erikals View Post
    HowardM once suggested using groups
    Quote Originally Posted by erikals View Post
    some time back i was thinking about stick mode or wind with a negative value and a falloff,
    Ah, the hoops it must amuse NT to watch us jump thru.

    Quote Originally Posted by erikals View Post
    btw, came across this, Bukadan plugin,
    http://www.newtek.com/forums/showthr...t=98964&page=2
    Yeah, I'll believe it when I see it. I read too many of these things that wind up never being released or not working as hoped. I have no idea why so many people yap on and on about Core. When its working, lemme know.
    Last edited by Mr Rid; 12-28-2009 at 09:07 PM.
    "O K, so what's the speed of dark?"

    Demo reel 2017
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