Chaos Corona Forum
General Category => Gallery => Topic started by: Ludvik Koutny on 2015-02-11, 16:32:51
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I had an opportunity to create full CG scene for the BMW model i did earlier. I made it at work, so copyright goes to ProgressiveFX ( www.pfx.tv ). I used ForestPack to scatter the foliage. Car dust is done with pFlow and godrays with CoronaVolumeMTL with single bounce only enabled. MB and DoF is rendered. Composited in Fusion.
EDIT: Replaced YouTube for better quality Vimeo version.
Not a valid vimeo URL
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=6962.0;attach=27708)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=6962.0;attach=27710)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=6962.0;attach=27712)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=6962.0;attach=27714)
(https://forum.corona-renderer.com/index.php?action=dlattach;topic=6962.0;attach=27716)
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wow! best 12 seconds of my life. lol
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had to replay it a bunch of times because it was only 12 sec :c
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I really like the natural flow of camera, reminds me of sport (like Mountain biking) movies where the camera flies on rope but still keeps focus. How did you go around it ?
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Amazing!
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Fantastic! :) Just wish the video was longer..
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Wow , its really awesome.
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Fantastic! :) Just wish the video was longer..
Slow it down :))
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Excelent!, great work. I love the realism of your scene.
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A few advices on how to achieve a natural environment?. I always have struggled making realistic natural environments, always ended up with some that looks good near or far but no both.
Specifically how do you aproach the terrain material? is it a sinlge mesh? and how do you texture it? (ways to avoid tiling).
How do you scatter grass? (hand painted and references, is it a bitmap, coronascatter?).
Excellent animation. So i assume volumematerial in this scene renders relatively fast?. How about frame time?
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That is a lot of great work right here!
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Yes sir! Tasty work! Mmmmmhmmmm
If I had to critique anything, I'd say the scene needs more scared animals jumping out of the way. That would add lots of nice tension to the scene.
Please refer to this for deer animation reference...
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Congrats...looks great.
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Freakin' awesome man! I love it. Camera movement is sweet too. Great work!
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f**k*n awesome!!! I can't stop my finger, it always re-click the play button when the video end.
would you like to share the volumemtl setup for godrays?
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I usually abide by the forums "no awesome comments" rule, but this is awesome! :)
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This is fkn amazin! The environment is sooo good, and so life-like. The smoke behind the car could use some more work, but everything else is just spot on!
Would you mind sharing the process of creating the forest, scattering trees, grass and all the rest?
Thanks
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Great work!
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Dust and volumetrics (and of course overall look & shading) is great. The only thing questionable is suspension behavior - not sure if this BMW should jump & sit so rough on every bump.
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Dust and volumetrics (and of course overall look & shading) is great. The only thing questionable is suspension behavior - not sure if this BMW should jump & sit so rough on every bump.
good point vicnaum, for overall CGI creation the suspension behavior makes it looks natural but the deeper point is there.. when almost there is no car manufacturer have suspension standard like that.
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I reeeeallly like the forest!!! O_O
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nice animation
what was the system config u render it?
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well done! love it.
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This is so bad ass ! Love the enviroment! Is the trees bought or did you made them ?
/DIA
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Great job Rawa! :)
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Wow, amazing work.
Can you please give us more information about the project, like render times for example?
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Thanks all :)
Here are some answers:
Camera is simple - I just manually positioned camera every 40th frame in a way it would make a nice still image, then smooth interpolated between the keyframes, tweaked path so it doesn't fly through any of the trees, and added a slight noise to translation and rotation using noise float controllers.
Trees were mostly models from iCube, but i completely remade materials and added some per-instance texture randomization, tessellated bottom of the trunks further using MeshSmooth tool in Editable Poly, and used displace modifier with same texture as the one used for bump on the trunk. It adds 200-400k more polygons to the tree model, but it's usually worth it.
Grass and twigs were just clumps i manually made. As well as tree stubs... just very simple manual models.
Scattering was done with forestpack. I drawn just a simple bitmap of forest road as well as some small footpaths branching from the main road, and then used them as distribution maps for some forest, or scale map for grass distribution forest.
Terrain material is just a few dirt textures mixed together, with different tiling. For example 10*10 tiling dirt texture mixed with 1*1 tiling 50:50, and that goes into another mix slot mixed with another 5*5 tiled dirt texture, and the mix amount map is just random screenshot of random google maps location somewhere with cranked up contrast. This gives usually enough detail to both hide tiling from distance, and look detailed enough from up close. Subtle displacement takes care of the rest.
VolumeMTL is not that fast, but it's finally usable with single bounce only feature in daily builds. I re-saved the scene, put 100% black material as override for everything, and then used VolumeMTL with single bounce only. This way i got a quick volumetric pass i comped over in fusion.
As for the car animation... there were quite a few iterations on that. It just kept looking too rigid, so we were constantly softening the suspension, until we came up with this.
As for the rendertime. It was 55 minutes/frame on our render farm which mostly consist of dual xeon blades. IDK exact config, but i know on my workstation it was 1h 30m for fullHD frame on i7 3930k. Both DoF and MB are rendered, and GI was PT+PT. Took 100 passes to come out clean enough.
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wonderfull cg enviroment and car reactions...excellent
facebook.com/Avisgrafik
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Thanks for the answers Rawalanche. Really good insight! May I ask what was the light source....HDRI?
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outstanding work ...............love the Details & camera work :)
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Fantastic work Rawalanche! Love the flow of the animation and detail in the forest.
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You just need to add some dust and mud to car paint to be 110% believable, it's too clean now :)
BR!
Nik
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Amazing work ! Congratulations
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Thanks...........and now I'm off to find a new career. lol
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Beautiful and pro.. :) well done..
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Very very well done! :)
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Amazing work!
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Amazing work!
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do you mind explaing how you set up the "God rays fog"
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Hi nehale... he already did. Search up in the thread. Something about a black material volumematerial only pass and compose in nuke.
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impressive....
you used madcar to animate the rig?
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Really nice, especially the camera flow :) The only area that I wish had more quality are the pine trees.. they look awkward but then again might be a regional difference?
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Cool looking stuff!