WIPs: CTZn

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suvakas
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Re: WIPs: CTZn [Ancient dwell and more]

Post by suvakas » Thu Apr 16, 2009 3:14 am

Ok, gotcha.
I kind of missed, that the sun was a mistake.
Sry, I must read more carefully next time.
But yeah, still a good test. :wink:

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CTZn
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Re: WIPs: CTZn [Ancient dwell and more]

Post by CTZn » Fri Apr 17, 2009 3:12 pm

no problem suv, take it easy ;)

Introducing:



Image



The water curtain, or: how to remove all readability to a picture :lol:
Okay, this one needs more time, I will update the render (edit: done). Some textures are at
an higher resolution than precedingly.

Worth mentioning: 8 039 227 triangles on a 32bit rig (1.1GB usage, 2400x2400) !
The water deflector itself has 530k tris, 2 097 140 for the back wall, 2 791 981
for the water surface (200k tris in Maya), each pillar above 350k...

overkill !!!

Next is to add some lights behind the camera... btw did you notice that the
light is a blend now ? the warmest lightsource (8000°K on the right) is brighter
than a colder one (right: 5000°K). I tried to scale the cold light gain by pi
but that was not enough...
Last edited by CTZn on Fri Apr 17, 2009 11:27 pm, edited 1 time in total.
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Zom-B
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Re: WIPs: CTZn [Ancient dwell and more]

Post by Zom-B » Fri Apr 17, 2009 3:39 pm

a few minutes more of your CPU-time would pleasure our eyes more....
polygonmanufaktur.de

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CTZn
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Re: WIPs: CTZn [Ancient dwell and more]

Post by CTZn » Fri Apr 17, 2009 11:26 pm

Done Zom-B, 11h+ at full throttle... but I'm not happy with the result, there are not enough light sources anymore.
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Stromberg
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Re: WIPs: CTZn [Ancient dwell and more]

Post by Stromberg » Fri Apr 17, 2009 11:30 pm

Post the cleaner one then :)
From the noisy one, is that water pouring down?
And if it is, i would maybe use a plane with displacment on so it looks like a smooth flow of water pouring down.

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CTZn
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Re: WIPs: CTZn [Ancient dwell and more]

Post by CTZn » Sat Apr 18, 2009 12:02 am

Force a browser refresh stromberg, the image above was updated !

Yes it's a water sim starting at an angle, I quickly stopped the tests with displacement for it and went the hard way. The problem is that it's a still... I have not looked yet into post-processing motion blur.

So I'll add these extra lights (and tweak the sim).
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Re: WIPs: CTZn [Ancient dwell and more]

Post by Stromberg » Sat Apr 18, 2009 12:11 am

And that is after 11 hours :shock:
Well the picture looks promesing :)

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suvakas
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Re: WIPs: CTZn [Ancient dwell and more]

Post by suvakas » Sat Apr 18, 2009 12:27 am

Well.. it doesn't look like water to me.
Feels like some solid/hard substance like glass or melted sugar or smth.
It's a bit too messy / has too many pieces. It could be more flowing from the top. Hard to explain.

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CTZn
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Re: WIPs: CTZn [Ancient dwell and more]

Post by CTZn » Sat Apr 18, 2009 2:06 am

I agree about the feeling you have suv, I do believe that's because a still image of falling water is something one has hardly seen in his life, so it's hard to recognize. I'm pretty sure that you would agree that the sim movements are quite convincing (if you could see them), and that motion blur would definitly kick the pic up.

Yeah its very noisy stromberg, that's for putting the spot into a black environment :) A lot of the outgoing light is passing through many of the millions polygons of the water surface, thus they have very distinct energy levels and directions when they come to another surface.

I expect from the extra lights to give more volume to the water, reduce noise and augment the overall picture appeal (and readability) :D

But at the end I will maybe drop the water curtain thing...
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suvakas
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Re: WIPs: CTZn [Ancient dwell and more]

Post by suvakas » Sat Apr 18, 2009 2:21 am

Well the water curtain idea could actually be quite good.
I suggest you to forget the simulation and just model it by hand.
Make it solid and "smooth" and model it as one piece.

Something similar as on this image, but maybe with even less waves:
http://farm3.static.flickr.com/2393/220 ... 90bc_o.jpg

[edit]
The back wall should be visible trough the water surface. The presence of water should not be distracting and heavy. At least that's the way I'm imagining it. :P
Also I would leave the plants in front of the water. Plants are the main elements that are making the image to look photo real... But ok, I'll stop now. I was just thinking out loud :)

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CTZn
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Re: WIPs: CTZn [Ancient dwell and more]

Post by CTZn » Sat Apr 18, 2009 4:09 am

Yes that's what stromberg was saying (about the water), and with that reference image from you I think now that would be better looking and more efficient to render etc etc... all good !

I really wanted the air gaps between water flows and I wondered why I would bother modeling them since there was a sim for the matter. I'm dropping it for good now.

Plants will stay behind I think, with the smoother surface they will fit better I suppose. If not then I'll swap them !
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Re: WIPs: CTZn [Ancient dwell and more]

Post by Stromberg » Sat Apr 18, 2009 4:48 am

Good to hear you have dropped the water sim idea :)
I think the plants will fit well behind the water, if it's smooth enough.

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CTZn
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Re: WIPs: CTZn [Ancient dwell and more]

Post by CTZn » Sat Apr 18, 2009 9:52 am

Like so ?

Image

1h40mn - will update

Ok it still looks like some plexiglas, mainly because of the unapropriated shape... but I think the plants will turn out nice. The displacement texture is a bit weird, maybe I'll use a simpler one.
Last edited by CTZn on Sat Apr 18, 2009 11:12 am, edited 2 times in total.
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Stromberg
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Re: WIPs: CTZn [Ancient dwell and more]

Post by Stromberg » Sat Apr 18, 2009 9:58 am

Damn, that looks alot better :D
Maybe if it would be abit more uneven on the edges, but it looks great :)

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Re: WIPs: CTZn [Ancient dwell and more]

Post by PureSpider » Sat Apr 18, 2009 11:04 am

Yeah that DOES look great!
The plexiglass look is cause of the more or less sharp edges, change that and it will be fine, trust me :lol:

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