Thursday, 10 November 2011

Day 49 : Volumetric lights I

The full hd renders of the lava terrain is suppose to be done by today, but alas the mplay crashes when i tried to save the sequence. Back to square one and re-rendering. Then Mr douglas clarified that actually we don't need full hd, that's only for joyces's clouds

Today, i was told to suppress the sea of glass displacement animation to a very slow and gentle movement, the height of the peak will be very low. So that ziyaad won't face much issues while placing his crowd simulation over it, because if the height of the peak were too high it might cause problems such as characters will be hard to creep on and may slide off.

 
Some flipbook renders test:


This is the one Mr Douglas compromise on


Notice the artefacts near the verge of the glass. It was caused by the extrudevolume, the faces/vertices over there will start flickering when playing. And Mr Douglas came up with a  good solution, by using z-depth map to conceal it, by screening over and blurring it in compositing

The ramp used to manuever the colours, it gets tricky to control because the UV projection is not appropriately set yet


The colour scheme done by Mr Douglas, but not finalized yet


This was the ice cube shader Mr Ron was trying out yesterday, the relief looks nice. I was told to work on the shader after the volumetric lights is done as that was my primary priority for now.


Volumetric lights
My basic setup was there, and Mr Ron reminded me to untick the matte shading for the geometry while rendering in case anything happens  

Suppressed the noise frequency and increase the noise amplitude
Now trying to render it overnight and see how it respond

Reference pictures of LOTR (God Rays)


Anyway i found a very spectacular image which is beautiful and is quite similar to the mood we are trying to achieve, just thought of posting

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