Looney Gears (MoI exercise)

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Lord of the Rings Junkie
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Post by Lord of the Rings Junkie » Tue Sep 04, 2007 5:40 am

Only 400 x 400, but it's the best I could find with google. That's one of the reasons I wan't to scale the grain down a bit too. I just loaded it into GIMP and made it tileable to get it ready. Resolution is fine for the animation size render, though.:)
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Lord of the Rings Junkie
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Post by Lord of the Rings Junkie » Tue Sep 04, 2007 8:02 am

Okay everybody, here is your first look at the animation! Only an Open GL render though. link

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Kram1032
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Post by Kram1032 » Tue Sep 04, 2007 8:14 am

very nice :D

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CoolColJ
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Post by CoolColJ » Tue Sep 04, 2007 11:47 am

the rotation of the larger gears looks strange for some reason, like they are too slow :)

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CTZn
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Post by CTZn » Tue Sep 04, 2007 12:23 pm

Because they are bigger, precisely ! Looks perfect to me ...
obsolete asset

Lord of the Rings Junkie
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Post by Lord of the Rings Junkie » Fri Sep 07, 2007 5:35 am

Holy... I turned off MLT, BiDir, and hybrid, plus turned my ray depth down to 100 and I got 100 spp at animation size within 8 minutes!! :shock: :shock: Me thinks I will render the animation to 200 spp now. :D

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Kram1032
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Post by Kram1032 » Fri Sep 07, 2007 6:24 am

why did you turn off BiDir and MTL?
I'd say, you should leave them actiavated...
with BiDir, you'll get faster clean pics, ALTHOUGH there are less samples ;) - so, if you render on 150, it still would be clearer than 200 without BiDir, usually, at least...

Lord of the Rings Junkie
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Post by Lord of the Rings Junkie » Fri Sep 07, 2007 6:29 am

Hmm, will test. The main thing I'm worried about is render time, I want the anim to be 500 frames. The final still piece will have all the bells and whistles as far as rendering goes of course.;)

[Edit] Nope, BiDir is more than twice as slow.

[Edit2] New animation quality render, 200 spp just under 18 minutes.
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Lord of the Rings Junkie
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Post by Lord of the Rings Junkie » Sun Sep 09, 2007 10:37 am

I have introduced some random rotation on the bolt heads, and added my first attempt at a scratch map to the bolts only. Same as the render above, only full size. I think I like the rotation, but not my scratch map...
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Kram1032
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Post by Kram1032 » Sun Sep 09, 2007 11:28 am

Lord of the Rings Junkie wrote: think I like the rotation, but not my scratch map...
I fully agree with you :)

looks greater and greater :D

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Post by Lord of the Rings Junkie » Sun Sep 09, 2007 11:34 am

Here's my scratch map. Any ideas to make it better before I try it on the gears themselves? Basically I just took a 1 pixel brush, drew random lines, and made it tileable...
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Kram1032
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Post by Kram1032 » Sun Sep 09, 2007 11:39 am

many of the lines look very random, but some remind me to a grid... a less systematic one would be better (horizontal + vertical) and you could use higher contrast ;) (more details like slighter scratches would get possible, that way)

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CoolColJ
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Post by CoolColJ » Sun Sep 09, 2007 1:20 pm

you should try and paint the scratches directly to the model to get a better effect if you can. It's more work, but better for realism

if you don't have glass and complex caustics MLT will be faster, and have a smoother look. Bidirectional MLT does add a lot of artifacts and grainey overall look until the image totally clears up

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Post by Lord of the Rings Junkie » Sat Oct 20, 2007 7:00 am

NOOOO! Look what 0.9 did to my scene! It was gorgeous, now it is all washed out and dull. :cry: Is this simply a matter of the EXR rotation being different for some reason?
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Kram1032
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Post by Kram1032 » Sat Oct 20, 2007 7:05 am

uhm, yeah, Ono said, he fixed the rotation for exr :P ;)
try to rotate your whole scene by 180° ^^

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