sprockets Hans Donuts Featured USS Midnight spotlight Pink Floyd Video Tinkering Gnome's Elephant
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

balistic

*A:M User*
  • Posts

    182
  • Joined

  • Last visited

Posts posted by balistic

  1. Stopped the render at 21 passes because it looked good enough, and because I needed my computer back :)

    So how do you stop a render and keep the image it's rendered so far?

    If you can fit the whole thing on screen, just hit printscrn and paste into your favorite image editor. Do it before you abort the render though, as A:M seems to occassionally empty the frame buffer and hide the image when you abort a multipass (I wish it didn't).

     

    bentothemax: Glad to be able to provide some motivation for you. Find something in CG that interests you greatly and persue an in-depth understanding of it. People will eventually take notice.

  2. I think the enivironment and saucer both look fine, but the way the camera is constrained to aim at the ship in the first shot is . . . well, BAD. You're doing a disservice to what could be a very cool sequence. Try tracking your camera by hand, instead of contraining it to the saucer. You'd get a much nicer shot, I think.

  3. I'm not counting my eggs before they hatch either John . . . we'll see if anything I threw decides to stick.

     

    As cool as the Expose books are, they seem to have a habit of going a bit ga ga over anything with a lot of detail . . . CGTalk is the same way. Tough to get noticed unless you drench your image in noodly details.

     

    I'm more selective with my detail . . . there's a lot to be said for just capturing an impression.

     

    edit: and good luck to you too, man!

  4. Brian,

     

    Did you apply some Gamma correction in this image?

    I bumped up the very bottom of the tone curve, without touching the absolute blacks. It's definitely a dark piece, but I think that's about what you'd get if you pointed a camera at a similar scene.

     

    It's always tricky working in the bottom third of the luminance gamut . . . there's so much variation there from display to display.

     

    robcat: this one is meant to be darker, but it may be too dark . . . I think I need a few days away from it to get a fresh eye.

  5. Thanks for the feedback guys, here's what I'm calling final:

     

    WindowB2005.jpg

     

    I think the composition reads a little better this way . . . or it could just be because it's different than what I'd been staring at for six years.

     

    Fixed the light leak on the table in A:M, tweaked a few little things in Photopaint, including a few subtle pieces of floating dust. Stopped the render at 21 passes because it looked good enough, and because I needed my computer back :) render time on this one at 1280x960 was 12-ish hours, but I increased a few of the radiosity settings more than I probably needed to.

     

    As for how to work with heavy scenes like this, it's actually pretty painless to do preview renders if you keep the settings low while you work. It only takes about 15 seconds to throw 80,000 photos around the scene, and with final gathering samples set to minimum, I can do progressive renders pretty quickly.

     

    edit: the white background on the forum destroys a lot of the shadow detail in the image . . . try saving it to your PC and viewing it on a black background to see what's going on in the darkness.

  6. UPDATE: See the final version on page 2 of this thread

     

    Decided to re-render "Window" with real radiosity instead of the old version's manually-placed lighting.

     

    One light, sixteen passes, six hours:

    Window2005A.jpg

     

    The only light leak I wasn't able to address was that bit under the lip of the table . . . I chalk it up to it being geometry that was modeled six years ago. Otherwise, I'm impressed. Working GI in A:M. Ain't that some chit?

     

    Thanks to Yves P. for his radiosity primer.

×
×
  • Create New...