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Old 06-10-2005, 11:16 PM   #241 (permalink)
gxsaurav
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My god, i never though of making a composition, still doing artworks here, dam, I will sure give it a try

how did u made that gal, looks a lot better then what I can make right now

neyway, I need your help in exterior lightning in 3D max with mental ray, as I m making the scene, so far I have come up with what U see, but still, it's not exectly "sunny", how can i do that,

there are no particular exterior lightning tutorials for MRay & VRay is tooooo slow
 
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Old 08-10-2005, 12:29 AM   #242 (permalink)
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Finel render of this scene, until further developement, like my own house insted of those ones

what do U think, what else can I use to make it look more sunny, right now using, 2 M area spot, one m area Omni & 1 skylight, with FG at 2000 samples, radius 5-50, GI Samples 1500, photon size 1.5,decay 2.0

this scene takes hell lot of time to render, takes about 30 mins in 1-16 mitchel AA, since now I know a little about video post, I will add some effects to it, right now it's a 1-4 Mitchel AA compleated in 20 mins

 
Old 09-10-2005, 03:28 AM   #243 (permalink)
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No, it's ot a composite. Wahtever gave you that idea! And I didn't make as much as her finger nail. She is a victoria from poser 6. I borrowed all those accessories (amulet, dress, earrings and staff) from a site and then I just posed her. But believe me, importing her into 3d studio max is a right pain in uranus.
Regarding the sunlight, you can use a bright target direct light and not spot or omni, as sunlight, though looks like omni source, has parallel rays as seen from earth. This will make for more realistic shadows, that's all. Also, you can try the photometric IES sun if u want accurate sunlight and use the logarithmic exposure control. Check the tut pdf that came with your max. And how did u make the grass? Transparency map layers or splines?

This here's a shield that I am going to equip the girl above (All hail "Warrior princess vicky"), complete with some fake blood


Will post the final scene later.
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Old 09-10-2005, 06:47 AM   #244 (permalink)
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U guys are simply cool. I am really amazed....
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Old 09-10-2005, 10:31 AM   #245 (permalink)
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the IES Sun gives me very hard shadows, I have tried it, at the value of 3200 lux everything is fine, over that, it's preety much overexposed

I m using an Omni as the fill light, but as U said I will use a target direct light as the sun, & then try again, I have seen some other renders on 3dkingdom etc, they are almost like mine, just more yellowish sunny

I made the grass using splines, then scatter
 
Old 12-10-2005, 10:58 PM   #246 (permalink)
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Here's a sort of final render of the scene I had in mind. I didn't really notice but I think it took almost an hour to render it, mainly because of the seperate stoned stone wall which I should have removed once I've decided to reduce the brightness in the scene.
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Old 13-10-2005, 03:17 PM   #247 (permalink)
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it's mind blowing
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Old 21-10-2005, 10:14 PM   #248 (permalink)
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I m modeling exterior scenes these days for my Diwali project, for which i will make an explosion just like i made in that Drum explosion scene

but hairs the grea thing, i was just trying a few things today, & though of using my Premier & Sound forge skills, weather they are still good or not, so I compleated the explosion scene with full aduio effects

The video is the same old explosion video, but the Explosion audio was made in FL Studio 5.0, enhanced by Sound forge, & the post production is done in Premiere Pro 1.5, take a look, & tell me does this looks natural or not

Download 350 KB, requirs Quicktime 7
 
Old 26-10-2005, 06:08 PM   #249 (permalink)
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back to the net

I was making a few new animation these days, as i learned bones, Spline IK, Crowd simulation, & just used them in the animations

The first one is my near compleate Diwali project, using Video post on Super spray particles, & Mental Ray, i tried to simulate night scene, but it doesn't look that good due the the night sky map, i don't have any good. The Sound is taken from Doom 3, while the explosion is the previous one used in drum explosion

Guess whats the the rendering time for this scene, only 40 mins. For this I first rendered the the whole scene without the cracker in it, just one frame, as the background isn't moving at all, only the particles, then I rendered the animation of the cracker, 120 Frames, without anything except the craccker & spray, the rest of the black part became Alpha channel as i saved them as TGA files. then i simply opened the video & the background bitmap in premiere & kinda Superimposed the video on the background, & added effects with After effects to make it look smooth, & in 2 hrs the final scene was made

Download 350 kb, Open in Quicktime 7

for the 2nd scene, i simply used the old room scene backgorund & added the Flower Pot to it, & then with crowd simulation, i hoverd the boxes arround them, I m right now modeling the Fly, as soon as that is finished I will replace the boxes with the fly

Download 130 kb, Open in Quicktime 7
 
Old 26-10-2005, 06:34 PM   #250 (permalink)
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good ones gx.. the drum and the cracker ones were perfect... good timing too
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Old 28-10-2005, 09:39 AM   #251 (permalink)
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I compleated the fly scene, since i had an accident I won't be able to work for a while, so just rendering stuff with minute changes

the fly scene is made using crowd simulation, the room is the old one, & the flies are casting real time shadows, now only because of this real time shadow, i had to render each frame seperately, & it took a stagering 1 hr 27 mins to render the 100 frames at 1-4 Mitchel Super sampling at 352X288 resolution, quaite high for a 3 second video, if it wasen't for the real time shadows then i could have renered it in less then 40 mins, with same quality,

the flies are very low poly models, as U can't even see them properly, so Y make something if it won't be showing at a lage scale, what matters is the shape & color which resembles a fly, here is a pic of the fly

Download
Requires Quicktime 7 to play, 190KB

 
Old 28-10-2005, 03:30 PM   #252 (permalink)
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Regarding the barrel explosion scene, great work. But and the barrel's reaction to the explosion's strength is too small. I mean the gravity is too high. I like the sound of "crowd simulation" and the flies are good too. They look more like bees though.
Encouraged by your explosion scene, I wanted to make a diwali scen myself. Here's a 'Flower pot' (or Buss vaanam, as it is called in Tamil). Mind you, the file is around 2.7MB. I don't kow how to shrink it more than this though. I used 1-4 mitchell with 3ivx compression but still the file size won't come down. I want to add smoke and wind turbulence to the scene as well. The scen uses video post for the glow. I also used a UDeflector on the ground box to bounce off the sparks landing on the ground. I tried including the "lens highlight" effect, but it doen't do to augment the realism.
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Old 28-10-2005, 06:31 PM   #253 (permalink)
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hmm, how many secodsn that video is, here's what U do

1) When rendering a Video animation, render to frames, insted of a avi, that is one image for each frame, I prefer TGA format

2) Then using the inbuilt RAM player, U can open the image sequence & save as uncompressed AVI. Or U can open the image sequence in Quicktime pro which i prefer

3) After that the best way, for storage, open the video in Quicktime 7 Pro, & export as mov file, with Motion JPG B compression, 25 frames/sec, & highest quality, for publishing, save the video as 80% quality, H.264, multi pass, & automatic bitrate, this will compress the video to a really small size

for even more detaild encoding, save as MPEG-4, H.264 Codec, 512 kbps bitrate

3ivx is too old now, don't use it, & better download the latest version of quicktime 7
 
Old 28-10-2005, 07:22 PM   #254 (permalink)
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just saw the animation U made, really good, plain & simple, now start teaching me

How did u made it, PFSource or Super spray, I in my case used 2 Super spray with 60% particles, but i didn't made them bounce off the ground, i made them like I had a cracker last yer, they dissapper in the air, after going up, how did u made yours this much dense

& just for the record, I re-encoded the animation with quicktime7, a MP4 fie with H.264 codec at 512 kbps bitrate, the file size came to 900 kb
 
Old 29-10-2005, 06:47 PM   #255 (permalink)
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Like you said, it was really simple thing. I used one SuperSpray which emits based on rate rather than on total. At the peak level of emission, the rate was 40 and a particle speed of about 0.7
The particles were instanced geometry of a low poly geosphere. I think I did this to control the size of the particles universally. To get the effect of the sparks getting longer with speed of emmision, I used the "direction of travel/MBlr"'s stretch parameter and increased it to 45.
And to make the particles stay for sometime, I used the "particle life" and it's associated "variation" attribute. I varied these values as increased the speed and rate of the particles. I also varied the spread, off-axis and off-plane of the particles with the rate of emmision to give a more focussed stream of particles as the fountain reached high speeds. I think these param changes gave the impression of high density sparks.
And finally, I used the gravity spacewarp, wind spacewarp, Udeflector, and currently, PBomb and mesh bomb modifiers, to the cone and the particle system. I made the udeflector object-based and selected the ground box as the object. I tweaked the bounce and friction values to some suitable values. I think you will be aware of the video post params.
I am currently working on a "Ground Chakkar" or whatever you call it. (In tamil it is called a "changgu chakkaram")
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Old 29-10-2005, 07:44 PM   #256 (permalink)
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we call it "chakkri"

hmm, a lot of things U did, mine was simple, as this is how the annar was when i saw it, particles going up, sparkeling & not coming back to ground, well some of them did came back to ground & jumped, but most of the particles vanished in the air
 
Old 30-10-2005, 03:58 PM   #257 (permalink)
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just a re-render of the old room scene, this time i made the bed sheet using clothFX, & refined a lights, now there is only one target direct light in the room

 
Old 02-11-2005, 12:11 AM   #258 (permalink)
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even though it's diwali, i just rendered the old room scene, in toon shader, it's simple, with falloff map applied for the light

 
Old 03-11-2005, 01:23 PM   #259 (permalink)
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i compleated by Diwali project, just added some text to the cracker video, take a look

since i m mailing this to a few other frieds who are non geeky as diwali greeting, i had to encode in mpg1, so that it can be played everywhere, because of which there is a severe quality loss

http://www.fileupyours.com/files/2533/Diwali.mpg
 
Old 18-11-2005, 02:00 AM   #260 (permalink)
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3d max as per course books is about to end, & I still haven't mastered a lot of things, seems like 6 months is too low for 3d Max, I still have to learn Outdoor lightning, NURBS Modeling & Charecter modeling


Reactor has started in my institute, & I m making a real comples scene, it's a compleate soccer animation, which might take about 1 whole minute, i m already shvering thinking about the rendering time

right now just the modeling first, as soon as i can get the lights fine, I will start working in reactor for the animation. This is just a beta 1 render, the maps have changed now, & also the ground texture, can someone plz provide me a good ground texture for the stadium



How to make it more sunny
 
Old 18-11-2005, 05:01 PM   #261 (permalink)
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i just made the football, all by NGonss, it was tough to model it, as it required exect value for roation & size, i took help of some Lightwave Tutorials for making soccerball & made in Max, take a look, render taken at front viewport

now i m making the lightning for the daylight scene, but also thinking of making a 4 light source based night game scene, lets see which givs me better quality

 
Old 22-11-2005, 05:25 PM   #262 (permalink)
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the soccer animation is 50% compleated, i m making the biped animation for the player who will kick the ball, but just rendered a test animation, to check how does the net behaves to the ball hitting it

the quality is sevearly low due to H.264 compression, the scene has lost it's glow at all, U can compare by a still render of the field & the animation, there is a huge difference in quality due to compression of video



Download 200 KB, H.264, requirs quicktime 7 or Quicktime alternative v7

let me know what & where should i improve, it takes me 43 seconds to render one frame for this animation at 1-4 Mitchel Super sampling & FG value of 4000

I m now trying to make the scene more lit by ambiant occulsion map, but that will be rendered in a final version only
 
Old 23-11-2005, 09:38 PM   #263 (permalink)
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kool football dude me is now on premiere pro and it will be flash next so i keep my fingers crossed
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Old 23-11-2005, 11:05 PM   #264 (permalink)
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r u also in arena multimedia?
 
Old 23-11-2005, 11:29 PM   #265 (permalink)
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yeah me in arena multimedia too if u go back some pages u might find that i told to u that earlier itself
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Old 10-12-2005, 01:36 PM   #266 (permalink)
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we just got the project in our institute, all the 3D Max batches in the institute are given the same project, to make a 3 mins walkthrough of a whole city

basically, this is a test for our modeling skilles, even if we don't render it, with lights, but modeling & mapping are what is required in it

so far, from the last 10 days, i have been roaming my city & taking pics of evry building i can find, the city is a normal "current world" city, but with a few bells added to make it more efficiant, & now i have started modeling it, the plan for the city is compleated but it's still open for modification,

if u wanna see a closest city like this, take a look the ciities of NFS series, usually all the models are low poly but with mapping they are made what u see, so this is what i intedn to do,

the first models i made is this bridge, this is the main connecting point of the city, there will 3 such bridges in a circular arc, which connects the 3 parts of the city

3D Max 8, Mental ray 3.4, 1X16 Mitchel, Compleate box modeling, using vertex modeling, which is something i prefer now, rendered in 10 seconds, with light GI & FG, modeled in 10 mins. u can take it as alpha 1 version

 
Old 10-12-2005, 01:56 PM   #267 (permalink)
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yeah if u remember i told about a guy using rendering farm was working on the project u r talking about he made a walkthrough of a city
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Old 10-12-2005, 04:01 PM   #268 (permalink)
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well, good for him, i have to make the whole thing from scratch

here is the compleate layout, i m making the street lights right now

 
Old 10-12-2005, 11:52 PM   #269 (permalink)
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last render for today, i had no idea that mental ray 3.4 with 3D Max 8 is faster then mental ray 3.3 for 3D Max 7, not only the results are as good as v3.3 at half the FG value, but it's also faster

the current scene is the the final layout of the bridge, the red orbs in the sky are my imagination, as the city is futuristic, consider this, the orbes are basically plasma container, & the surface is a red color surface, which with the help of high power lenses embeded in the orb light is actully focused at a point, in this case, 2 street lights for each bridge in both directions, this is highly efficient compared to many small lights, like we have today, more like small sun in night. It is red, so that flying choppers can see it in the sky. the are in the sky, static, cos they are using megnatic force to repel from the ground, the bridge, much Like North-North pole repaltion, it's a woerd idea, but this is theorotically possible, plasma emitting light, like sun

anyway, tell me how it is, Rendered at 1-16 Mitchel, 800 FG, & 800 GI, other optimisations, & glow effect by video post, i will refine later, but right now i have to model rest of the city

the centar stage is unaccessable to general public, & i have decided to make a city control centre tower there, from which U can see the who city, & it houses the vital networks & power supply node info, much like the citadel in half life 2 City 17, but not in-human like that

 
Old 10-12-2005, 11:56 PM   #270 (permalink)
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dude cant see the image on second last post
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