Actually the rendertimes were not that bad at all. 2k fully motion blurred maybe an hour. But that was not what was cool about it. With every plane we outputed a huge amount of data from renderman. To be exact, 63 channels of data. All of which came into Nuke (DD's awesome compositing package) as one EXR file where we did all the "real" lighting on the plane. We called it Shader Compositing, or Shampositing. You could virtually relight the plane completely within Nuke.
With that said, that workflow is not unique to Renderman, Vray would do an awesome job of it.
Anyway, the shots that I did that I am most proud of are the ones of Edi (the robot plane) on the aircraft carrier taking off for the first time.
There are some images of it in this article:
http://www.cgunderground.com/intervi...?featureID=66#
With that said, that workflow is not unique to Renderman, Vray would do an awesome job of it.
Anyway, the shots that I did that I am most proud of are the ones of Edi (the robot plane) on the aircraft carrier taking off for the first time.
There are some images of it in this article:
http://www.cgunderground.com/intervi...?featureID=66#
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