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night animation


Tommy L
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Another shot. Render time up to 6.5 mins a frame. Anyone know if its possible to optimize lens effects? They seem to take a long time for a simple operation.

Comments/advice welcome (but I do realize its Saturday night, so i wont hold my breath!)

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Building above ground floor looks great Tom,

although a lttle dark, with the lightish sky background i would expect the building overall to be lighter.

Have you tried bitmaps for lighting apartments up ? mix all the glass on several random layers and have several random colours/lighting for each glass pane or apartment... just a thought......

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Guest sachinwalvekar

hi,

 

I have an animation project in hand & currently using p4, 2.3 ghz with 1 GB RAM. I am planning to upgrade. I think the render time that u r gettings are good. I would be grateful if u can share ur system configration.

 

Thanks & regards,

sachin.

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sachin,

i am running a dual dual xeon, not sure what spec, and 2 gig of ram. That said, my laptop is about the same speed for rendering and thats a duo 2 core dell with 2 gigs of ram (Inspiron E1705(?)). With only 2 processors it keeps up with the 4 processor xeon. Check out the technical forum tho, there are some very knowledgable people on there. I dont know much about hardware, just forcing work out of whats available.

 

Justi,

Youre right. The only washes at the moment are orange fill lights around the lower part of the building. The blueness comes from the map in the environment slot, but its a bit lost on the main building. Ill beef it up with some ambient only omnis.

Cheers,

Tom

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I find the screen layer style in photoshop is excellent for brightening night windows. Thats because anything when its on screen, anything thats black will not brighten up, but anything that is light tends to brighten up more - hence why it works well for night shots. Im sure you can apply the layer effect in premiere etc

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Yes indeed the screen layer is handy, but difficult to apply in an animation when the footage is not rendered in seperate passes. This needs to be re-rendered, so ill run an id pass for the glass. Thanks, i hadnt really considered many post options.

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  • 2 weeks later...

A useful tip (which again may work well for a night animation) is to turn off generate GI (and also generate/recieve caustics) in the properties of as much geometry as you can, but especially for trees, cars, people, lampposts etc. Try it and see how much GI you can turn off before you get a noticable change in quality.

 

On that subject, instead of having bright lights lighting your rooms, you could have weaker lights in rooms that have walls with 'recieve GI' set to like 3.0. This would hopefully brighten up your rooms without having rely on heavier calculations of lights with bigger multipliers.... worth a try?

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Alfie: This scene has 781 lights and 1.3million faces. They are mainly target lights externally (for streetlights) omnis for 'ambient only fills. Internally; omnis only. All lights are attenuated and only light specific elements.

All external lights have shadows on. internal lights only have shadows on if lighting through glass so they cast a shadow of the window frames.

 

Claudio: I modelled the trees myself. Each has about 600 faces but is quite heavy due to the transparency maps.

 

FlytE: Many thanks, I'd totally forgotten the turn off the generate GI option to control rendertimes. I was running out of optimizing options!

 

I will try to post a link to the finished animation, not something ive done before. Wont be finished for a while. Just got some design changes thru and i need to run the cars in a seperate file too.

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Goodness man! You did a really nice job on them.

 

I have thought about modeling up some tree's myself, but I wanted to give myself more time with SpeedTree. I just haven't had great luck with it.:(

 

I saw a really cool demonstration by a mental ray programmer of a "geometry shader" that could simulate a tree canopy rather convincingly. I would probably go about it using a particle system and opacity maps.

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It was pretty easy really. I made the maps first, creating lower, mid-height and top parts of a tree that would be arrayed in a circle (in plan) then pushed and pulled vertices until they looked a bit more ramdom, then modelled the trunk.

Do you want me to post the maps and stuff?

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