Announcement

Collapse
No announcement yet.

Tests

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Originally posted by Neilg View Post
    Thanks!
    the audio is a sample of some ambient music i've been experimenting with, both sides were a test. I've decided to make a longer ambient/noise track and make a video for it in this style now with more variation and scenes Next personal project is set!
    neil this is amazing. i love it!
    can you shed any more light on the process in technical terms, lighting and post work?

    Comment


    • #32
      Thanks guys!

      Nic, for that 'dust' video? It's a noemotion sunset hdri in a dome light with the gamma set to .5 to over saturate and boost the colors. I also have a fusion file setup for things like this that does glows, soft light, CA, contrast & crops/borders.

      The big thing post wise was using kronos in AE to slow it down to 20%. It handles solid smoke like that well. The red liquid thing i posted was slowed to 10%, the music video was made with sped up chipmunk style audio and slowed down 20%... I cant stop doing it.

      Comment


      • #33
        Fucking love wave force

        https://vimeo.com/147742756

        some issues are that the beach is too shallow - and the rocks are part of the simulation base mesh, so when ocean displacement was turned on I couldn't get a balanced fadeout that didnt create distortion issues. minor problem, easily fixed for rev2 (which I will be setting up today).
        Foam is unbelievably slow to render. 10 min a frame without, 1h30 with it on. ouch.
        Caustics are FAST. extra 5 min precalc and seemingly no hit to rendertime. They look amazing being projected under the ocean water, the water material itself is a super basic max reflection/fresnel & max refraction with fog thing and turning caustics on made it go from 'crap cg' to genuinely looking real immediately.

        Last edited by Neilg; 03-12-2015, 10:26 AM.

        Comment


        • #34
          some intervals look like real footage, but the wetmap splotches breaks the entire impression
          can you share the wetmap settings?
          ______________________________________________
          VRScans developer

          Comment


          • #35
            I think if it ran for longer and the wet maps weren't fully faded when the next waves crashed it wouldn't be so obvious. settings were default with the radius 4x the grid size.


            Comment


            • #36
              Very nice. Yes with a better wetmap will be perfect!

              __________________________________________
              www.strob.net

              Explosion & smoke I did with PhoenixFD
              Little Antman
              See Iron Baby and other of my models on Turbosquid!
              Some RnD involving PhoenixFD

              Comment


              • #37
                I'm doing a new sim now with a better beach - the sand goes deeper, and instead of shitloads of rocks i've got a couple concrete posts. Will do some proper tests with the wetmap to get a better result

                Comment


                • #38
                  there are no steps on the thin water, this means the build is actual enough. my first suggestion was that you liquid sim is low res, but the liquid itself looks good, only the wetmap is problematic.
                  the particle texture represent each particle with a ball with constant size (the blend radius), the particle size is used for the brightness of the ball, not for the size of the ball. the most probably reason is that your particle texture has too big size.
                  if the beach is real sized, 60mm is really too big, don't forget this is the radius, the full size is 12cm that is the size of a big grapefruit.
                  Last edited by Ivaylo Katev; 03-12-2015, 10:43 PM.
                  ______________________________________________
                  VRScans developer

                  Comment


                  • #39
                    I did it 60mm because in another post you said to make it 4x the size of the grid cells, which are 15mm. it's a big beach...
                    Cant go any higher res though because i dont have the ram to render.

                    Do you know why the surface is cracking in this latest test?
                    https://vimeo.com/148540286

                    Comment


                    • #40
                      Looks like floating pieces of ice...

                      __________________________________________
                      www.strob.net

                      Explosion & smoke I did with PhoenixFD
                      Little Antman
                      See Iron Baby and other of my models on Turbosquid!
                      Some RnD involving PhoenixFD

                      Comment


                      • #41
                        You mean the cracking where the sim meets the ocean?

                        Comment


                        • #42
                          Yes. Strange bug but it could be used to make ice!

                          __________________________________________
                          www.strob.net

                          Explosion & smoke I did with PhoenixFD
                          Little Antman
                          See Iron Baby and other of my models on Turbosquid!
                          Some RnD involving PhoenixFD

                          Comment


                          • #43
                            Ha, no preview in the viewport would make it very hard to control!

                            Comment


                            • #44
                              Originally posted by Neilg View Post
                              I did it 60mm because in another post you said to make it 4x the size of the grid cells, which are 15mm. it's a big beach...
                              Cant go any higher res though because i dont have the ram to render.

                              Do you know why the surface is cracking in this latest test?
                              https://vimeo.com/148540286
                              can you tell the build number?
                              seems like the level transition is not working
                              ______________________________________________
                              VRScans developer

                              Comment


                              • #45
                                seeing it second time i think it's related to the geometry fade. see the water around the stones, it shows similar "ice" formations
                                ______________________________________________
                                VRScans developer

                                Comment

                                Working...
                                X