Tuesday, 1 November 2011

Day 43 : Render z-depth map

Mr Ron came in today, he feedback to me that my shot can be better, he taught me some techniques such as minimizing the refract/reflect limit to promote render efficiency.

He also tried applying an environment map in order for the lava terrain to cast the reflectivity on the water even though we render them individually, however it did not work.

He created a new grid and a circle, and using project and trim for the circle to extract the uniform points of the grid. Allowing the points to flow more uniformly in one direction.

The water seem choppy and highly densed towards the end, Mr Ron explain to me that it is due to the fractal depth in the mountain node. My value was set too high, thus the fractal will squeeze and clamp all the displacement together, ensuing in a dense water look

Some tryouts:



Z-depth map render
Right now i am rendering Z-depth mask with the terrain C. Estimated to take around 1 min 30 secs to render one frame


you have to click on the adapt to pixel range icon to view it,
so far so good

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