Jump to content

Interior animation, going out of the walls.


acjwalker
 Share

Recommended Posts

OK this is a problem that may be coming to me in the near future. I need to create an internal aniumation of a 2 bed house. Its not going to be very big and the client is worried that the rooms are going to look very small. Now I dont want to put a massivly wide lens.

 

I will probably have the camera in theory going around the room but at points the walls will get in the way as the camera will venture outside the walls,evne though the render you will not see this. Problem is that the walls will be blocking the cameras view.

 

Anyone think of a way around this? I dont know if this will work but I was thinking of deleting faces from the external wall so it is not blocking the camera.

 

Hit me with your ideas, and no i cannot make the room bigger, it is set in stone, (other wise known as a dwg)

Link to comment
Share on other sites

Can you use camera clipping?

 

I shoot interiors with a 15mm wide angle - not too wide and distorting. I consider 12mm and smaller super wide angle and it gives you a lot of distortion.

 

 

Consider doing slow pans (left to right, right to left, elevated to normal height, etc) and then have them dissolve into each other, rather than having a camera march along a path like every other animated tour of a house.

Link to comment
Share on other sites

perhaps you've already tried this,

 

try detach the walls(interior/exterior) you do not want to see in render, right click those and uncheck the visable to camera, that would make them part of any FG/global illuminaition etc but not visable in render,

 

cheers

 

k.

Link to comment
Share on other sites

perhaps you've already tried this,

 

try detach the walls(interior/exterior) you do not want to see in render, right click those and uncheck the visable to camera, that would make them part of any FG/global illuminaition etc but not visable in render,

 

cheers

 

k.

 

Thing is they will be seen at some point

Link to comment
Share on other sites

id say don't go less than 20mm for a camera to be used inside, it distorts too much on the edges.

 

but really just make the space a bit bigger - no one will know. i do it all the time. its not a working drawing you are producing is it? its just as 'bad' as having the camera going outside the walls. i don't see a problem.

 

would look better and be a better looking animation if you break it up into shots as well, rather than a continuous path.

Link to comment
Share on other sites

id say don't go less than 20mm for a camera to be used inside, it distorts too much on the edges.

 

but really just make the space a bit bigger - no one will know. i do it all the time. its not a working drawing you are producing is it? its just as 'bad' as having the camera going outside the walls. i don't see a problem.

 

would look better and be a better looking animation if you break it up into shots as well, rather than a continuous path.

 

 

''but really just make the space a bit bigger - no one will know.''

 

Mis representing the actual drawings is a dangerous game I would suggest and not a practice to follow.

Link to comment
Share on other sites

I agree with Nic.

I think it is pretty common practice to distort the space. You are selling something, you are not making rendered plan. It is an "artists representation" of the space. Using a super wide angle lens or invisible walls is equally deceptive. All people who drink beer are not sporty and beautiful. Most Olympic athletes don't eat McDonalds. It is advertising.

Link to comment
Share on other sites

dont agree here

we tried this in one of our projects and at the end we were able to see that lobby of a 1 BHk was looking equally spacious than lobby of a 2 BHK( which was actually not as per drawing).

its good for your client but not good for the buyer and an unfair practice.

i would rather go with sandman ninjas advice of taking various clips and fading them in out.

 

Just my 2 cents

Link to comment
Share on other sites

  • 2 weeks later...

Ok so i had an idea, as the camera went outside the walls, i deleted all the faces, so in theory it was just a one side plane and you could see straight through it but when you came round the other side you could see the wall. Though this didnt quite work it still rendereded slightly.

 

anyone got any other ideas? or how to make backs of polys not render?

Link to comment
Share on other sites

Turn on "back face culling" in your A&D materials if you are using MR. Do not model the outside of the walls.

 

I like this best as it keeps the lighting solution inside the room correct.

 

------------------------------

 

I'm having some initial testing luck with this:

 

Create a large sphere at the camera.

 

Link the sphere to the camera.

 

Make the sphere not renderable.

 

Subdivide the walls to fine enough grain for it to work well. Best bet is to keep the edges of the cut outside the view, then no worries.

 

One the walls use volume select. Faces. The sphere.

 

Add a delete mesh modifier.

 

Where the camera moves the walls get chopped off.

 

I don't like this as much as it allows exterior light to spill in; it prevents interior light from bouncing off the walls that are deleted.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...