22/05/15 3D , Craft-Thales , School

S16 Bifrost Meshed Playblast

Test for the mesh. I’m really not satisfied how the mesh looks at all (as expected). Meanwhile I’m doing this sim in Realflow and Houdini, posting those results later!

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19/05/15 3D , Craft-Thales , School

S16 Bifrost Tests

3.8 Million particles approximately. Changed gravity to reduce the explosion of the water when exiting.

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Broke the bot
18/05/15 3D , Craft-Thales , School

Broke the bot

Oke, I was busy setting up a sim in Houdini. I broke the robot once again, in a cool way though.

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10/04/15 3D , Craft-Thales , School

Robot Dive v4 Shaded

Simulation time: 98 hours, 41 minutes, 35 seconds (4 days, 2 hours, 41 minutes, 35 seconds)
Particle count: 9.9 million

craft-thales.tumblr.com

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30/03/15 3D , Craft-Thales , School

Setting up Backburner

So I’ve setup backburner to optimally use our 6 workstations to use overnight because most of them don’t do anything during the night! Now that I have these heavy underwater scenes with fog, water and lots of reflections and refractions going on the render times are going up. So why not use available equipment?!

Believe me it took me a lot of hours setting this up. Finding the right solution for every problem that the backburner log gave has been hell. Setting the right share folders, firewall rules, path translations, vray command, task timeouts all gave me problems… But now it works! Here’s a quick overview on what to do. This goes for Maya and V-Ray.

  • Setup one workstation as manager. (Can be slave too but not recommended by the manual).
  • Setup the rest as slave. Make them point towards the manager within the application.
  • Make sure all resources (assets, HDRI’s, textures etc.) are on the local drives of each slave. Also make sure that they have the same paths!! (I.e. D:Mayaresourceimagesdirt.tga)
  • Scene has to be in a shared folder, reachable by all slaves.
  • Create backburner job
  • Set task size to 1 (each task will contain only 1 frame, otherwise one computer will i.e. render 10 frames and move on to the next task).
  • Point to the appropriate manager (name or IP address is sufficient)
  • If you want to create render logs per task you can do so here. Point them to an existing folder! (You might also be able to write to a shared folder. Just change it in the custom command! Set it up like this: “//COMPUTER_NAME/Share/backburner logs”. however I have not tested this yet!)
  • The scene should be in a shared folder! In the custom command make sure to add the correct slashes: “COMPUTER-NAMEMayascenesScene_name.mb””)
  • In the command replace file with vray and add a timeout (in minutes!): -timeout 1440 (for 24 hour timeout)
  • Check Use Custom Command and click Populate Command.

Make sure to edit the command as fore mentioned. The command in the end should look something like this:

system ("""C:/Program Files (x86)/Autodesk/Backburner/cmdjob.exe" -jobName "Job_name" -description "Discription Here" -manager MANAGER-COMPUTERNAME -timeout 1440 -suspended -logPath "C:/backburner logs" -priority 50 -taskList "C:/Users/user/AppData/Local/Temp/Job_name.txt" -taskName 1 "C:/Program Files/Autodesk/Maya2015/bin/Render" -r vray -s %tp2 -e %tp3 -proj "//COMPUTER-NAME/Maya" -rd "//COMPUTER-NAME/Maya/images"  "COMPUTER-NAMEMayascenesScene_name.mb"")
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30/03/15 3D , Craft-Thales , School

50 shades of motion

So the last week I have been busy getting the correct render elements out of V-Ray. This has been so hard because the actual water polygons are sometimes covering the robot which blocked some of the render elements. For example, my multimatte channel didn’t appear refracted as the water contains this effect. However there is a nice little setting in the V-Ray material under “Affect Channels”, when you set this to “All channels” you actually get your refractions in the render elements as well! Now you can see in the multimatte pass that the green from the robot is refrected as well.

Velocity pass, V-Ray proxy and alembic workflow

Another hard part was getting the velocity pass correctly. I saw a tutorial a while ago on how to get a stitched realflow alembic file into Maya and render it with motion blur. I used this same workflow to get the velocity pass from the mesh. If you import the alembic via the alembic pipeline you do not get any data like velocity, motion blur and viscosity etc.. This video explains how to do so.

What happens is that once you have your simulation and meshing done in Realflow you can export them as a .abc (alembic) file. Within Realflow you can stitch all these seperate alembic files into one big alembic file. Then inside Maya you import them as a V-Ray proxy and give them a shader. Because it is a V-Ray import you get the additional data from the stitched alembic file (which contains data like velocity). The picture above does not contain the correct velocity pass, because they are being rendered out right now. The correct velocity pass is already tested and underway!

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30/03/15 3D , Craft-Thales , School

Old robot dive last shaders

Some of the last rendered frames of the old animation, was still testing the shaders.

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25/03/15 3D , Craft-Thales , School

Robot Dive v4 Realflow Simulation

I received the final animation. The camera angle changed for this scene.

Simulation time: 98 hours, 41 minutes, 35 seconds (4 days, 2 hours, 41 minutes, 35 seconds)
Particle count: 9.9 million

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23/03/15 3D , Craft-Thales , School

Water and bubbles shader tests

Little more bubbles testing going on. Tried to render the bubbles alone to see the effect. Also tried another render with a different index of refraction. I’m having trouble with certain aspects of the shader. In the second image there are nice bubbles going on and the volumetric effects are really cool. Also the robot is receiving shadows from the bubbles, however the actual water geometry looks really fake. Also I received feedback of the water being too dark and adjusted it, but that changed the entire dynamic of the water. In my next post I’ll elaborate more.

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