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Author Topic: Real-Time Lusitania Animation  (Read 2552 times)

ENSONIQ5

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Re: Real-Time Lusitania Animation
« Reply #15 on: March 14, 2018, 07:03:06 am »

Can you post a still render of any frame, rendered in ART?  Not sure why it wouldn't be working for you but a render may help to narrow it down.
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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #16 on: March 14, 2018, 11:10:03 pm »

Got it working, forgot to have it in art mode :P sadly my model is too complex for art as even in a new plain scene it causes it to crash right away, so its either scanline or open gl  :'(
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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #17 on: March 15, 2018, 12:13:31 am »

On a side note is there a big difference in quality between OpenGl render and Scanline render options?
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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #18 on: March 21, 2018, 04:50:51 am »

A render ray test, shame it does not turn out on my model :'(
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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #19 on: March 21, 2018, 08:51:21 pm »


This was rendered with Scanline so shadows could be less than 100% without the need to add more 'fill' lights, using the ART renderer would allow the surface of the water to be reflective which could add to the realism significantly but at the expense of render speed.  Experimentation is the key here :)

Could i ask you on how to get this water effect without reflections? I love this water effect and would like to use it. But i dont need the reflections as i would prefer to have speed over that feature but the only way i can get the water working is through enabling art render. Any help would be much appreciated
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ENSONIQ5

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Re: Real-Time Lusitania Animation
« Reply #20 on: March 22, 2018, 09:51:14 am »

Just rendering it with Scanline should give the same effect as the earlier post, so long as you have a single overhead 'Sun' light (distant) which will illuminate the tops of the waves due to the water material's high specular value.  Basically the wave texture is loaded in the Bump channel and the reverse (negative) version is loaded in the transparency channel.  This makes the 'troughs' more transparent than the 'peaks', so the under-lying 'deep water' object/material is more visible there.

I posted the .an8 file in the original post, were you not able to load it?  It was created and saved in V1.00 though it should work in any version back to probably .97 as it doesn't use anything new.

Also, under View>Preferences, make sure all available checkboxes in the 'File output' section are checked (Textures, Shadows and Transparency in particular).

Re OpenGL vs Scanline, yes, there's a huge difference.  Though I don't often use it, I believe OpenGL rendering is roughly equivalent to what you see on screen, whereas Scanline is far more accurate.  For reflective, refractive and ambient occlusion properties the ART renderer should be used, noting that it does not respect shadow density settings as Scanline does (if engaged, shadows are 100%).
« Last Edit: March 22, 2018, 10:03:33 am by ENSONIQ5 »
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Steve

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Re: Real-Time Lusitania Animation
« Reply #21 on: March 22, 2018, 03:52:14 pm »

Re: OpenGL Rendering. Yes, this is done using the GPU in a similar manner to how the screen is drawn. There are a few minor differences, i.e. GPU rendering doesn't support anti aliasing yet.
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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #22 on: March 22, 2018, 06:26:11 pm »

Thanks everyone! Btw does anyone know if there is a limit to rendering in scanlines? iv tried all sorts of settings (as seen by the test below) but it always seems to crash after rendering 100 frames or so. Any ideas on ways to fix this? tried to keep the z near to 10 and the z far to 10000

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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #23 on: March 23, 2018, 12:49:58 am »

Ohhhhhh i think i figured it out, like a moron i set the z near to 10, so its trying to render close to the camera where i dont care about that so i should have set it to a larger number :-*
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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #24 on: March 24, 2018, 05:37:18 am »

Another test
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AlecJames

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Re: Real-Time Lusitania Animation
« Reply #25 on: March 24, 2018, 09:43:28 am »

It's looking really good :)
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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #26 on: March 29, 2018, 06:11:34 pm »

Part of my wreck model, shots are based of Ken's Paintings
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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #27 on: March 31, 2018, 03:57:57 am »

Template for the four scenes that will make up the animation are now done
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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #28 on: April 12, 2018, 06:04:33 pm »

Pre vis of the first 31 seconds, already fixed the lifeboats
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itsstillthinking

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Re: Real-Time Lusitania Animation
« Reply #29 on: April 18, 2018, 12:45:26 am »

Little sneak peak, while a scene was rendering iv been working on the post productions, keep in mind the audio is not final and there will be plenty of text boxes to say whats going on at any giving time
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