CakeInferno wrote:Phenomenal job on the latest one! Stellar animation as always, there's been quite a few scenes that got a shiver out of me.
Been curious what renderer you use since there's quite a few lengthy sequences in here. I'm guessing anything with hardware-accelerated raytracing?
Thanks a lot!
I really want to re-do my stomach/mouth and throat models after seeing your latest video as well! I mean, I've been meaning to do that for a while now, but seeing someone else do it better, always makes one want to improve themselves even more. They're currently a part of the main mesh, so modifying the shaders and the geometry is a bit of a chore. I've already done this with the butt internals after I noticed that it was impossible to get it looking good with what I had on the model itself. I really should start working on liquid dynamics as well, they can add so much to internals, as is apparent from your video. Of course, the lighting is a huge part of the overall look, which was done very nicely in the zoe video as well. It's always tricky to do lighting for internals, trying to figure a balance of what looks good, and what feels believable. I just usually default to doing something pretty flat, and going "I'll fix it in post", to save on render times, as internals with proper lighting can take a ton of time to render, and also often require animating the lights, which can be annoying when you need to make sure everything loops. I end up doing a lot of re-renders, after I notice I've forgotten to sync the lights with a previous end point that's supposed to connect to a loop.
By the way, did you do the overlay stuff yourself, like the bubbles or the wet screen effect, or do you have a good source for royalty free clips you use? I've been considering buying some stock footage for similar use. Well, bubbles can be done pretty easily with particle systems, but the wet overlay thing at least would probably be simpler to just get something premade.
And you're right about the renderer, I use Redshift but even with that and 1x 1080ti + 2x 2080ti:s this took around 20 days to render, at 60fps it was roughly 28000 frames long. Well, that was partly because I stubbornly wanted to try out doing animation with GI for a change, and not fake it this time. You can see some flickering due to that in some reflections, for example in Elena's glasses at some points. I didn't use it for the internals though, as I wanted to make the deadline I had set myself. I'll have to think whether I'll use it in the future as well or not, it makes lighting the scene much faster, but the increased render times are obviously not optimal. Although, the 1080 ti was mainly rendering a separate ambient occlusion pass, and wasn't doing much after that was done, since I was working with it, doing the audio and building the scene in unity.
OrcaVoreIsBestVore wrote:I gotta say, your renders seem to get better with every update. Though maybe that's just my personal taste and lack of time playing this game talking. XD
I have to ask though, how you managed to build those internal organs? I'm trying to do something similar and I'm not sure where I'm faltering...
Thanks, I do try to improve them every time gradually! As for the internals, i touched on that a bit on my reply to cakeinferno, but I get most of the look in post. The renders themselves are pretty flat, just with reflections. I'll attach an example from the beauty pass, which is what it looked like straight from maya, before post work in AE. The image from AE is slightly blurry due to motion blur.
If you're curious, I only render a beauty pass, ambient occlusion and a depth pass. I'd like to have more, but stuff like the reflection pass and such would require more samples to be of any real use, and that mean higher render times.