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.... nuff said!
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Post by Esco on Apr 30, 2020 12:37:34 GMT -5
I recommend that if one site doesn't get you answers, don't drive yourself nuts trying to force an answer there. Try another. Or tutorial vids (google, youtube, etc). That's what I do when I get stuck. I actually have about 10 forum logins, just for posting questions on things related to the project. Luckily there are a LOT of resources out there not just for blender, but also gfx effects. No need to limit yourself to just one. But one thing you do NOT want to do is spend 8 hours trying to figure something out yourself. And then getting nowhere. It will drive you mad. And burn you out faster than the 1st blunt shoved into Snoop Dogs mouth after he just got off 5 years of probation.
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Morell
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Post by Morell on May 2, 2020 3:44:19 GMT -5
Seventh idea seems to work. the most time consuming one though. I render one or few clouds separately and then put layer on layer in video editor. Good news about this is that it seems possible to render only about 150 first frames this way and then after merging them fade them into simulation of whole storm, hopefully, my test was almost perfect. If I can manage crossing into whole storm blend without visible error, which I believe will be possible...
Well, I learn a lot by these fails, Learned a lot about layers and invisible objects. Since this is physics render, there is no smoke without source(simulated flame) so I found this way around. the clouds however instead of coming from light come from dark color. Looks kind of creepier. XD I can slow fade in down a little more, there is still place, but not whatsoever much, at the end of the vid the light is supposed to come in.
Oh, don't worry about me, I enjoy making these vids. It requires not only to know software, but also some ways around and improvisation, which is in making vids possible, sort of cheating. With clouds there is problem that most of vids are with static volumetric clouds, which are badass, but are overkill for my processor. (and I've made my mind that I need to change the one in Ember, along with other upgrades) And I know programing as well, I wrote my own app in c#, took me hell of the time to make shuffling of cards, random number generation in range, including them all. I got advices that sounded good, but I couldn't use it because of backward compatibility so I wrote the code myself and I think that it even turned to work better.
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.... nuff said!
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Post by Esco on May 2, 2020 22:41:18 GMT -5
These don't look like clouds as is to me. The previous vid looked better once formed. If you have something else in mind here I'd need to see it to understand.
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Morell
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Post by Morell on May 3, 2020 6:30:46 GMT -5
Alright. It's in the video, my last idea. The clouds appear in layers, so about first half is layer on layer, where each cloud is separated, but the end of video render is single layered, where "smoke" of clouds interacts. Point taken, slowed them down to act more like in previous vid.
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xBurchx
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Post by xBurchx on May 3, 2020 16:58:34 GMT -5
I’ve been reading through as much as I can. Everything is looking good keep up the great work! Your 3D Castle render is phenomenal! It’s going to look amazing when it’s finished. You all motivate me!
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Morell
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Post by Morell on May 5, 2020 1:19:17 GMT -5
Thank you. I have keen supervisor so there is no way it is not going to be awesome. XD
Now I have to recreate the storm and set the final clouds timing...
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Post by Morell on May 15, 2020 11:24:55 GMT -5
Okay, I tried to get a job, no go, so I returned now again to the storm. Today I was solving quality issue again and now I wonder and experiment with behavior of the clouds. IT looks interesting and at this point I would like some feedback, like if the smoke of clouds moves too fast, which I bother about... the lower and right side issue I know about, will be editing the smoke emitting clouds further, and add more to remove these edges problems.
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Post by Morell on May 23, 2020 2:04:44 GMT -5
I've managed to make clouds moving and adapted the wind. I must slow wind down a little so the clouds are not so much softened at least in the distance, but even as it looks now it is good. (tip: when you right clock on the playing vid, you can loop it so you can take better look despite it being so short.) This animation takes eternity to make correct, but that is because I need long minutes for changes to be generated and much more time to make test renders. However I keep working on it. A little lesser wild wind, removing of barriers I have in the scene, which are useless and it might be good to go. I also have to manage the clouds better, they orbit in circle which seems sufficient, now I have to make them of more various size and form a little so it is not only collection of deformed balls. As always I'm listening to anyone who has something to say about it.
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Post by Morell on May 27, 2020 14:23:10 GMT -5
Now it appears as I wanted it make to. The clouds move, while keeping their distorting cloudy shapes, should be acting like single clouds I made initially, or close as possible with the force fields in the space. So now I wanna know if this is usable or not or if there is something to change. And as I know this work, there is a lot to change. Fading in as seemed working layer on layer I will do on final render, not previews, for saving me time. ----------------------------------------------------- Having bad days lately, but I have to not be afraid and fight for myself and to get nice job... Anyway, I grew a little frustrated doing only the storm so while I wait for feedback on the upper storm video, I made the light effect. I pity my graphic card...
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Post by Morell on May 30, 2020 5:27:39 GMT -5
Wondering now, before I'll start to subdivide castle into smaller pieces for falling apart, should I destroy entire castle, or should I leave entrance gate and the walls not within the light intact? I think that saving that part of wall wouldn't harm much, but not sure if that would be better or not.
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.... nuff said!
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Post by Esco on May 30, 2020 18:27:45 GMT -5
Hi, Morrell! The light does need to englulf more of the castle based on what I saw above. It can leave a little of it, but right now it looks like it leaves out too much. BTW next time please send a video no longer than 30 seconds. I honestly glanced through a small bit of that 5-minute vid. I'm just too busy to sit through the whole thing. And it takes you more time to make a longer vid like that then render it too vs a much shorter one. The clouds near the top of the video look fine. But the ones below the top 1/3 of the video have far too many gaps between them and honestly just look like random puffs of smoke all over the place. The other issue is it doesn't really look like a swirling vortex of clouds like the original did (which was a very neat effect). As I said several times before, I recommend you ask for some more guidance on sites for creating 3d effects like this. As it seems to have become a sticking point for you, and I just cannot advise you on how to improve it. So much so that I'm basically popping in to just say no on something that I'm sure you can clearly see yourself still has issues. Which doesn't help you but will drive you to want to pull your hair out until you go bald!
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Post by Morell on May 31, 2020 14:28:36 GMT -5
Okay, this is the last attempt to improve the storm. Not that I lost enjoyment but the problem is my HW limitation. One specific problem is that over just 300 frames of the cloud takes over 50GB(!!!) of cache files growing up to 90 MB for one frame. Glad that I was bright enough to use portable disc for stashing cache files, as even that one is already showing signs of overuse. And I'm through pushing my HW to it's limits, it wouldn't last that forever and I need it to last for some more time. To make the storm more detailed is simply beyond my HW limitations. So this is the last one, I think that it will make sufficient effect, added increase of wind over time to make from steady clouds, once deformed, the vortex. the BG image is just for now, as I dumped all useless frames, as I need to recreate the background and will have to change frame sections for the effects. And at the end of video is the light at full spread, might be scaled bigger no problem. Rats, now I might pull my hair out but not for not achieving result, but not having resources to. I might have funds to upgrade Ember in next year or two, but definitely not now...
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Post by Esco on Jun 1, 2020 20:44:34 GMT -5
Now THAT looks a lot better! Much more like it. I think that if you fade them in once they have had the chance to fully form (at the 0:02 second mark) and are swirling like that, this will work fine. This is great news too because otherwise, I wouldn't have been able to use it. Whether an asset doesn't come out because of a skill, time, or hardware limit is irrelevant to me. Something either looks good enough for the quality standards or it has to be passed on. But you look like you definitely got it this time. Well done! If the resource use is an issue at this point, I'd recommend asking around on a few tech forums. You never know what kind of optimization tricks other people might have come up with. And the extra input never hurts. I'm honestly surprised to hear that an effect this simple using particles (which are designed by nature to have low overhead) would take up so much. That sounds very abnormal. On that note: I have a long time team member who uses blender as well so I will show him this thread the next time I see him. Maybe he can be of some assistance to you with this. If Robson wasn't so busy I'd also ask him to take a look. But considering he much he is doing already, I really don't want to bog him down. The castle looks much more enveloped too but.... why am I seeing a single tower on the far right side of the video? I will also say this: when you complete this 2nd of the 3 videos, if you have a site that you want me to plug I'll be happy to do so in one of my vids and on Patreon. As my way of saying thanks for your efforts.
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Post by Morell on Jun 3, 2020 10:54:00 GMT -5
I'm flattered, but we will discuss the credits and such things once the work is done, ok? I can reveal a little timeline background on the vid. Simulation begins at frame 450 but you see 550 to 650 In the final vid I have to use frames 456 to 825, so simulation must begin little earlier. They must be all faded in at frame 600. I'll use frames 725 to 825 for second part of video most likely. I wanted to make entire storm simulation in one take,(as three parts of the vid are actually one cut into three parts) but I think that cutting it into parts will be more workable for this layer. Size is confusing in 3D, but the scene is big, so the simulation includes a lot of particles on a lot of space. I'll try to limit the space for simulation so I can save some space. But if this is usable, then it is very good news. I'll leave some details about how to for the time the vids are complete. Thinking about some real tutorials for Blender. Too little of them in my native language. The tower(s) was always there, on the original too. (see the picture) I only confess that I scaled them down and widened them so they do not look weird. I mean they are nice on original... also barely noticeable, but on higher detailed video they must be more considered as a part of the castle, so I thought that they serve for guarding of the wall, where the edge of cliff reach more flatter ground so the castle is more accessible and more opened to possible attacks so they do have a purpose there as defense. I didn't want them to pop out on the vids, but I didn't want to remove them from castle entirely. This way they fit in and they do not fight for eye attention with the main tower, which is the dominant of the castle. Oh and if you wonder what are those 'bulbs' behind the castle walls, those are "apple" trees. They are not on original vid, but you see them in the game, when Alucard jumps on the bridge and enters the castle entrance, you can see that there are trees inside the walls. XD
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Morell
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Post by Morell on Jun 6, 2020 8:24:01 GMT -5
Tearing the castle apart takes much lesser time than to build it up. XD Only preview in the blender. (6 to 7 FPS only, final have 29,97 FPS) Unfortunately editings of bright and contrast I did means that particle emitter will have to be rendered separately... but I will first test it with the light to see if I can make it exclude particles somehow.
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