Chaos Corona Forum

General Category => Gallery => Topic started by: mrittman on 2019-07-02, 17:01:57

Title: How a Glock Works (animation)
Post by: mrittman on 2019-07-02, 17:01:57
Hey guys, just wanted to share with you my newest animation showing how a Glock works. All rendered with Corona of course! Enjoy!


Please feel free to visit my website to see more of my work: www.mattrittman.com
Title: Re: How a Glock Works (animation)
Post by: rozpustelnik on 2019-07-02, 18:06:29
A solid piece of work. Congrats!
Title: Re: How a Glock Works (animation)
Post by: mrittman on 2019-07-02, 18:09:53
Thanks so much man, I really appreciate that!
Title: Re: How a Glock Works (animation)
Post by: iancamarillo on 2019-07-02, 20:42:19
Wow really nice. Were all the edges modeled or did you use round edges map? With all the moving objects, did you have to calculate the UHD cache for every frame? Also, did you use a targeted cam for the DOF or animate a non renderable object using override focus? Would be interesting to know the render times and if you thought about using GPU with vray. Thanks!
Title: Re: How a Glock Works (animation)
Post by: mrittman on 2019-07-02, 20:58:18
Hey thanks so much for your kind comments!

I modeled everything and used a subdivision surface to get the beveled edges. Probably why it took me so long lol.
I really didn't mess with any of the UHD settings. The only corona setting I really changed was setting it to Animation, and not Still Frame.
As far as the DOF goes, I actually rendered out a Position pass for every frame, but didn't end up using it lol. It would have taken a lot more time than I had, so I just added an adjustment layer in After Effects with a blur effect on it, and masked that layer so that it only effected the edges.
Render times were roughly 3-4 minutes a frame. However, that's on my 2012 MacBook Pro lol. I ended up using Pixel Plow to render the entire animation.

Matt