Tuesday, 11 October 2011

Day 28 : Blocking shot 5 soon

Today Mr douglas and Mr Ron came in, Mr Ron advises me to create a displacement map to feign the crystal like pattern, which is the easiest way to do it procedurally, since the way of duplication of many cubes is too taxing for the system to render

It's also time to block one of the shot which is the last shot, which covers our combined effort, incorporating the elements we each did; the crowd sim, the cloud, the debris, my terrain/ocean. Right now i have to create multiple mountains to append realism in the scene, and finalize the shader which is quite a headache


I tried moulding the shape of the multiple mountain in houdini, but it is quite tedious ... (polysplit, polyextrude, smooth, polysplit again) ... to attain that ideal shape, perhaps i would try to paint a new heightmap


Reference pictures:






Today: added Mr Ron's fluid

Basic setup for the God rays which i was taught
Using the atmosphere and a spot light
With the lit fog from the shop assigned to them
Rendered with raytrace on
Gonna play with the attributes more

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