View Full Version : preview of pics from fanfilm
Andromeda
October 21st, 2010, 09:09 PM
Hello,
I've been working on a fanfilm for a while (quite a while ... )
some stills from it attached below,
still have lots to be done, greebles, textures etc ..
edit: credits to David Kerin for his Battlestar. which was the base for
this one.
cheers.
Matador
October 21st, 2010, 11:30 PM
Nice work. Can't wait to see more.:salute:
Andromeda
October 22nd, 2010, 05:13 AM
Thanks :)
working on my bridge at the moment. image attached.
also realized i posted in the wrong section, probably should be in shattered worlds. any chance mods could fix that?
cheers.
Matador
October 22nd, 2010, 06:27 AM
Once again, very nice.
I like the look. Very classic.
Here is a thread I have been posting... I've been working on a little project myself.
http://www.colonialfleets.com/forums/showthread.php?t=17508
The detail on your ships is very nice. Can't wait to see more. Is there a particular program you are using?
:salute:
Andromeda
October 22nd, 2010, 10:06 PM
hi matador
had a look at your project, nice work you've done, viper launch sequence was well done i think. :salute:
I'm using max 9, 50% of that battlstar mesh is David Kerins work. (will fix first post ;) )
added a few more renders of "battlerams" want to make new main turrets for
them. wanted to use them for the next animation after this one. still undecided
on that though not sure if they have a battlestar feel to them yet.
cheers.
Andromeda
November 10th, 2010, 05:35 AM
Hi all,
started up premiere to put some clips together, only to find
16 of the avi's have suddenly become corrupted and premiere shows them as offline media?
hope i'm not the only one. weird thing is, this is the 3rd time the same 16 files became
corrupted, 380 hrs of rendering 3 times!!???? can't figure it out.
Matador
November 10th, 2010, 08:22 AM
had a look at your project, nice work you've done, viper launch sequence was well done i think. :salute:
I'm using max 9, 50% of that battlstar mesh is David Kerins work. (will fix first post ;) )
Nice work Andromeda...
I'm a Max user myself... I love your detail work... That is something I am very weak at. I've got to get better at that. Adding all the small little details have always been a challenge for me. Any tips you may have would be greatly appreciated.
Anyhew, I've been working with vray for rendering and I'm pretty happy with it.
Here is my latest work.
http://i833.photobucket.com/albums/zz252/danakinobi/CG%20Galactica%20Project/VRTestwStars1c.jpg
It's just a screen shot... I'll be animating it later.
Cheers :salute:
gmd3d
November 10th, 2010, 02:07 PM
looks good .. nice details too ..
Andromeda
November 11th, 2010, 03:08 AM
changed the turret barrels on this "battleram" - 1st pic still needs a bit more
doing to it.
adding details .... if your not doing something on your CG galactica, try
doodling, make a cylinder and play with modifiers like bend and slice etc, play
around with booleans. 2nd pic is an example of that.
i bought vray late last year (along with afterburn and dreamscape) it is nice
but its a killer on some render times .. especially when you play with
volumetric light and fog .... for these re-renders I've just started again
went back to mental ray to speed things up a bit on some scenes and layered
vray renders on others. hope this lot doesn't screw up on me.
pic 3 is another scene from it
cheers
Andromeda
November 11th, 2010, 03:14 AM
Here is my latest work.
http://i833.photobucket.com/albums/zz252/danakinobi/CG%20Galactica%20Project/VRTestwStars1c.jpg
It's just a screen shot... I'll be animating it later.
Cheers :salute:
Didn't notice this before, your "G" has quite an aggressive look it looks like the nose or front is a little more tapered like it has a sneaky look.
cheers
Matador
November 11th, 2010, 06:43 AM
i bought vray late last year (along with afterburn and dreamscape) it is nice
but its a killer on some render times .. especially when you play with
volumetric light and fog .... for these re-renders I've just started again
went back to mental ray to speed things up a bit on some scenes and layered
vray renders on others. hope this lot doesn't screw up on me.
I hear ya about the render time. It's true... Vray chews up memory like crazy, but I suppose it's worth the wait.
I messed around with Mental Ray, but I could never get the volume light/fog to work right on my ship. I got this crazy effect and could not work around it.
I have attached some samples of what I mean.
First image is with vray or default scanline
http://i833.photobucket.com/albums/zz252/danakinobi/CG%20Galactica%20Project/ScanlineTest.jpg
Second was with mental ray
http://i833.photobucket.com/albums/zz252/danakinobi/CG%20Galactica%20Project/mentalRayTest.jpg
I just could not get Mental ray to create the fog right. Either default scanline works or Vray seems to know what to do in this case.
I love the heat sinks and gatling gun on your tank. I may borrow those ideas for Galactica.
Here is an update... I added some hull lights.
http://i833.photobucket.com/albums/zz252/danakinobi/CG%20Galactica%20Project/VRTestwStars1d.jpg
Let me know if you have any tips on the volume light/fog thing.
Oh, how do you do the thumbnail picture preview thing. I can't seem to figure that out.
Cheers :salute:
gmd3d
November 11th, 2010, 10:10 AM
Oh, how do you do the thumbnail picture preview thing. I can't seem to figure that out.
Cheers :salute:
Andromeda is using Colonial fleets upload features as your using photobucket. but there should a thumbnail feature in photobucket
Andromeda
November 11th, 2010, 06:06 PM
Taranis beat me to it :) , that's what I'm using, if you go to advanced mode for reply's, under the smileys (underneath text box) there's a manage attachments
link.
I hear ya about the render time. It's true... Vray chews up memory like crazy, but I suppose it's worth the wait.
i'm saving my penny's for new gear, quad core cpu twin sli video, etc
which gave me a thought i wonder if either rendering engines use graphics
card as well to process a scene .. i imagine they might if not maybe they should.
but I could never get the volume light/fog to work right on my ship. I got this crazy effect and could not work around it.
what type of lights are you using? i found Mrarea omni was good for making the volume feel for inside the bridge. in fact overall was better for all the scenes. better more tweakable shadows etc.
First image is with vray or default scanline
http://i833.photobucket.com/albums/z...anlineTest.jpg
Second was with mental ray
http://i833.photobucket.com/albums/z...talRayTest.jpg
I just could not get Mental ray to create the fog right. Either default scanline works or Vray seems to know what to do in this case.
I had similar issues with scenes I'm doing, mental ray would pop error
messages about incompatibility's with xyz light or plugin .... haven't figured
why yet. after my shuttle flying over landscape scenes have re-rendered
i'll play with mental ray and volume light/fog see what i come up with. at this rate all off the "on planet scenes" will take a week to do.
I may borrow those ideas for Galactica.
you can do that, no problems there.
of all the corrupt files I've had, i had to lose this mesh ... not fair ...
cheers
Matador
November 12th, 2010, 07:34 AM
Nice viper.
I was using Omni lights with volume/fog effect added. The kicker is that the effect seemed OK if the Omni light was sitting just outside the hole, but once I put it inside, as to give effect the thrusters were inside the hole, it caused that wierd effect.
Default scan line and Vray seem to handle this much better and are giving the effect that I'm striving for.
Can't wait to see your animation.
I'm currently working on re-texturing the gun turrets and laser cannons. I'll also work on creating some hull detail. I may just cheat and use Greebles.
I'll probably render a few animation sequences this weekend.
I'm looking into purchasing vue 9, by xstream. Have you seen it? pretty cool!
Andromeda
November 13th, 2010, 12:09 AM
just had a look at vue 9, looks good. It'll be a long time before i can get that.
after i've built a new monster pc :D
I was using Omni lights with volume/fog effect added. The kicker is
that the effect seemed OK if the Omni light was sitting just outside the hole,
but once I put it inside, as to give effect the thrusters were inside the hole,
it caused that weird effect.
had a power failure earlier, 4 hours left on a 22hr render :cry:
so ...i started up max and had a play with particle systems for ion exhaust,
that can work well. as long as your pc can handle particles well. managed to
lock mine up several times. tried replicating volume light and fog like yours i
with 3 renderers, was getting similar weirdness, i think stick with what works,
mental ray can make you mental :rolleyes:
cheers
Matador
November 13th, 2010, 09:32 AM
mental ray can make you mental :rolleyes:
cheers
So true... I haven't had much luck with Mental ray. I even bought a book on it. I love the materials it lets you use.
But after doing some research and going back and fourth with a few other CG artists it was recommended to use Vray...
So far I've been really happy with Vray and there are a grip of sites that provide materials, that are custom made, that you can download and add.
Here is a link to one of them:
http://www.vray-materials.de/
The materials are free... It took a while to figure out how to use them, but once you figure it out, it's pretty easy.
gmd3d
November 13th, 2010, 02:37 PM
animation is an area that I no nothing about these day as I only model ships and set now .. and I am the original captain slow.. :)
look you guy are doing well on this :)
Matador
November 13th, 2010, 03:09 PM
animation is an area that I no nothing about these day
I hear ya Taranis... I just started about 2 years ago. I've been using an application call 3ds max... So far I'm pretty happy with it and the interface is pretty easy to learn.
I would like to learn lightwave. That's the program used for the firefly and new galactica series.
I tried it out, but the learning curve is a little more advance for me. My trial period ran out before I could really learn it.
So far 3ds max has been very forgiving and I keep discovering more cool things I can do with it. So, I'm going to stick with it for now.
:salute:
Andromeda
November 14th, 2010, 01:37 AM
thanks for that vray link, textures there look nice
.. and I am the original captain slow.. :)
Taranis you do nice work slow or not :salute:
Had another looksee at vue 9 ... thinking ....
I got my youtube account going again so i can put up temporary renders
was wondering if vue 9 can anti flicker this vray scene.
http://www.youtube.com/watch?v=zKih8zz4giM
I had a look around at various forums and it looks like a fairly common problem,
flickering shadows on landscapes.
cheers
gmd3d
November 14th, 2010, 01:48 AM
I hear ya Taranis... I just started about 2 years ago. I've been using an application call 3ds max... So far I'm pretty happy with it and the interface is pretty easy to learn.
I would like to learn lightwave. That's the program used for the firefly and new galactica series.
I tried it out, but the learning curve is a little more advance for me. My trial period ran out before I could really learn it.
So far 3ds max has been very forgiving and I keep discovering more cool things I can do with it. So, I'm going to stick with it for now.
:salute:
I found I was the same for 3ds max way back then , difficult interface and learning curve .. I gave up on it and remained with LW ..
yes most shows did or do use LW and modo in films now. the pattern has been to build in Modo and animate in Lw as far as I know.
gmd3d
November 14th, 2010, 01:51 AM
thanks for that vray link, textures there look nice
Taranis you do nice work slow or not :salute:
Had another looksee at vue 9 ... thinking ....
I got my youtube account going again so i can put up temporary renders
was wondering if vue 9 can anti flicker this vray scene.
http://www.youtube.com/watch?v=zKih8zz4giM
I had a look around at various forums and it looks like a fairly common problem,
flickering shadows on landscapes.
cheers
thanks .. I am working on some star trek sets and model for another fan film..
regarding the flickering.. could it be the camera speed. (as I said I am no animator) just a thought
Andromeda
November 14th, 2010, 02:11 AM
camera, possible I've got the scene open now and going through the settings.
I'll go thought the scene one frame at a time 'til i find the flickering frames
and re render those frames with different camera settings and see what happens. I f i had gazoodles of hard drive I'd render out out the scenes as single frames and just fix the dodgy ones.
did a bit more on the bridge, changed the layout a bit. still resembles
the original i think.
cheers.
gmd3d
November 14th, 2010, 03:57 AM
Nice work on the bridge ..
what are your frames per second fsp .. it could be there .. by increasing the frames if possible. most as fer as I know are between 24 frames to 30 frames
.
if you have it at his .. a check with the appropriate forum form your program might help.
Andromeda
November 14th, 2010, 05:04 AM
Nice work on the bridge ..
what are your frames per second fsp .. it could be there .. by increasing the frames if possible. most as fer as I know are between 24 frames to 30 frames
.
if you have it at his .. a check with the appropriate forum form your program might help.
thanks taranis :D
everything is rendered at 25fps pal, .... but .... think I'm on to something, had a look through camera settings and found something easily overlooked. rendering these scenes with vray using a standard max "free camera" could very well be the problem. never occurred to me before use a vray camera with vray renderer (D'oh). two images attached are of frame 8.
first picture is the max free camera, second is the vray camera
there is a huge difference, also a huge difference in render times
pic 1 was 12:32s and pic 2 was 4:52s.
:D cheers :salute:
gmd3d
November 14th, 2010, 06:48 AM
there is a difference all right .. glad you worked it out :)
vk08
November 14th, 2010, 07:53 AM
one teeeeeeeeny little nitpick. the third center area on the raiders isn't an engine port it's some sort of turbine and therefore wouldn't glow :)
gmd3d
November 14th, 2010, 09:27 AM
one teeeeeeeeny little nitpick. the third center area on the raiders isn't an engine port it's some sort of turbine and therefore wouldn't glow :)
well spotted .. I missed that ..
Matador
November 14th, 2010, 09:31 AM
yes most shows did or do use LW and modo in films now. the pattern has been to build in Modo and animate in Lw as far as I know.
mmm, what's modo?
perhaps you can answer a question for me regarding LightWave then... How do you get a blueprint to show up on a plane or flat square, so that I can model around it?
gmd3d
November 14th, 2010, 09:54 AM
mmm, what's modo?
perhaps you can answer a question for me regarding LightWave then... How do you get a blueprint to show up on a plane or flat square, so that I can model around it?
http://www.luxology.com/
as for blueprints . you hit (d) and your new window opens
Top row of option . (Layout) -Quads- for how many work areas you want to use- then go the same Top row of option hit (backdrop) . you will see viewport TOPL TOPR BOTTL BOTTR will be indicated.
below you will see Preset followed by
Image
as the first window will be TOPL and will be highlighted
you find the image you want (top) of course and load it.
same for the other window options.
Matador
November 14th, 2010, 11:15 AM
Nice, thanks Taranis...
Looks like I'm going to have to make some decissions soon.
3ds max has come out with "3ds max 2011", it has some really cool new features... But man... Expensive.
Lightwave and cinema 4d are both more reasonalbe.
There is also daz3D
Oh the decisions!...
Need to figure out if I want to start learning all over again, with one of the other products or bite the bullet and stick with MAX.:...:
gmd3d
November 14th, 2010, 12:37 PM
Nice, thanks Taranus... Taranis
Looks like I'm going to have to make some decissions soon.
3ds max has come out with "3ds max 2011", it has some really cool new features... But man... Expensive.
Lightwave and cinema 4d are both more reasonalbe.
There is also daz3D
Oh the decisions!...
Need to figure out if I want to start learning all over again, with one of the other products or bite the bullet and stick with MAX.:...:
no problem .. I cannot help with your choice of program.
I like lightwave because for many years it was the program of choice
for many films with these kind of effect etc.
ie BSG and Firefly
Andromeda
November 14th, 2010, 05:52 PM
one teeeeeeeeny little nitpick. the third center area on the raiders isn't an engine port it's some sort of turbine and therefore wouldn't glow :)
well spotted, a few mouse clicks will fix that.
found this nothing to do with this topic however seems to good to be true
and probably is
http://www.softbuy-download.com/
renders with vray cam seem to be coming along nicely, in a few hours will
see if that was the problem.
cheers.
Matador
November 15th, 2010, 06:57 AM
found this nothing to do with this topic however seems to good to be true
and probably is
http://www.softbuy-download.com/
Wow! That does sound too good to be true... That is almost too good to pass up. Hmmm :/:
Thanks for the link Andormeda.
Andromeda
January 17th, 2011, 04:28 AM
been a while since i posted anything.
have tried lots of different settings to render that shuttle scene. I did find too much
reflection from the landscape texture, and it was too bright itself, too much light
(volume light and haze was skew wiff) i got it mostly sussed out, after figuring it out
found the render times went up to 47 minutes per frame. then went up again to 63
minutes ... :eek: ... still plodding along it is so slow ....
cheers.
gmd3d
January 17th, 2011, 05:55 AM
cannot not advise I never animate or render now so I am stumped
Punisher454
January 17th, 2011, 07:41 AM
I recommend that you look into optimizing your render settings. there are quite a few things that are really easy to set way too high, and wont change the finished product at all beyond a certain point. I'm sure you could cut your times WAY down.
vk08
January 17th, 2011, 04:45 PM
something had been bothering me about the raider, and I finally found the real thing and decided to render out a comparison, if you have a modeler you may ask him to put some detailing on it that isn't textured, it would go a long way to help the cg :)
maudib
January 17th, 2011, 06:15 PM
1 hour per frame is not unreasonable. Some of my render jobs took 8 hours per frame ( using a single core cpu). That's why you need a render farm. You can also break up the render into separate parts, and composite them later in post processing using apps like adobe after effects or combustion. You can build a rendering node cheaply by assembling only the parts you need to get the job done ( ie. no pc case, Video card or DVD drive needed, just a motherboard, small PSU, RAM, HDD and cpu. Here's a pic of my old render farm with 18 nodes. Each node had only a single core cpu at 1.2ghz. For the same price now, you can use a quadcore cpu which would equal 72 of my old nodes.
http://thethirteenthcolony.com/yahoo_site_admin/assets/images/Pic01.16180512_large.jpg
Andromeda
January 18th, 2011, 10:27 PM
maudib, good idea .... you corrupted me ;)
I phoned an e waste recyclers, had a chat and told them what i wanted to do
and what i was doing they said sure thing. so they let me loose looking thru all the mobos and cpus etc,
the most expensive bits are the mobo's at $10 each, bought 2 Athlon62 x2's for $16 should be able to
build a decent render farm. :)
punisher .... will keep tweaking the renders until i find a good balance.
cheers.
maudib
January 19th, 2011, 12:57 AM
A couple of things to remember when building render nodes. Use minimal PSU's, 300 watts is plenty to drive a cpu, HDD and a cooling fan. Even then, getting a 400 hundred dollar electric bill after a month of rendering can be alarming!
Try to get a Motherboard with on board video, that way you don't need a video card. AMD is way cheaper than Intel stuff! You need a switch box to link all the nodes together in a network. Finally, you need to use your workstation PC as the controller of your rendering array. So you need a 3rd party rendering app or as in the case of Lightwave, I just use the free screamer-net app that comes with the program. Render-man and Butterfly net-render are also good 3rd party apps.
Get the render farm going, and suddenly making CGI shots is fun! I just load up a scene and let the render farm crack away for a couple of days. What could have taken 6 months of rendering on a single PC is done in a couple of days.
Andromeda
January 19th, 2011, 02:15 AM
Thanks for the tips :) forgot to mention before .. nice farm you built there ...
at the most i would only be able to run 6 300w psu's. house circuit breakers will
trip at 2400w and/or 10A or more. I have a stack of spare gigabit network
cards everything in this room changed over to gigabit network.
power bills good point .... power prices here
are going sky high. this quarters is $700 same time last year was $300. now i think of it,
perhaps laptop dual cores on desktop mobo's ... the hardest part will be tracking down
identical mobo's and cpu's. the rest will be simple.
cheers.
Andromeda
January 19th, 2011, 02:49 AM
Another pic.
this is the credits backdrop.
in the left corner is Odysseus, in the right corner is Dahaka, who is Odysseus's
older brother (cats outa the bag now) Odysseus knows who Dahaka is however
Dahaka doesn't know who Odysseus is, as far as he knows he's just a another
battlestar commander.
cheers.
edit: Dahaka is the Council president eventually thrown out and replaced by Adar.
vk08
January 19th, 2011, 03:20 AM
wowwww... ignored and blasted aside... last time I'll give some advice..
Andromeda
January 19th, 2011, 04:53 AM
something had been bothering me about the raider, and I finally
found the real thing and decided to render out a comparison, if you have a
modeler you may ask him to put some detailing on it that isn't textured, it
would go a long way to help the cg
A very good point,
wowwww... ignored and blasted aside... last time I'll
give some advice..
my apologies for not replying straight away :blush: (throw me in the brig) i
had a good look at the two raiders, (several times) plus the raider in your
prototype thread, which is i think a nice tuff aggressive looking raider :).
The surface detail makes a huge difference the two you've rendered both
look really good, If i can, i'll make up some new greeble and details and max
them out a bit more, once I build up a new setup with the render nodes and
a server dedicated for all the texture maps and images etc.
The raider scene i posted earlier i used a particle array for that and layered
that render over render (background, mid and foreground), and used lower
quality texture and also took a lot of surface detail off to bring the polys down
for the the array, so it would render without locking up my PC. i had quite
a few fatal memory errors doing that until I tried putting it together like a cell
animation.
Also doing too much at the same time, started on a new Battlestar
"Cerberus" for the next cg if that happens and I haven't even finished this
one yet....
cheers.
martok2112
January 19th, 2011, 11:20 AM
These are some awesome images. Very realistic looking. Far better than what I can do with iClone and such. (I can't afford the more advanced apps just yet.) However, Blender is helping me render out far better versions of ships and props than I ever had with iClone, and Blender is a free app. :)
Well done :salute:
Andromeda
January 20th, 2011, 03:11 PM
thanks martok :)
did a quickish render of a bridge walk through still WIP lots of knobs, switches and details to put in.
http://www.youtube.com/watch?v=VferbJoQb0k
cheers.
martok2112
January 21st, 2011, 12:36 AM
That was too cool! WOW! I am impressed. :salute:
Andromeda
May 3rd, 2011, 01:12 AM
my god .... nearly 5 months since i posted anything ....
some progress even though its minimal .... one of the shuttle scenes (low level
flyby over barren landscape) has rendered to a useable level, one thing i
discovered with vray, render the avi's uncompressed, i made the mistake of
having compression of some sort (i forgot what) which made a mess of the
scene overall.
scene 2 of that is currently rendering again for the upteenth time, render keeps
locking up at various frames .... trying various setting on vray
every time i tweak it it gets a tad better
Building the render farm, while doing this I confirmed my suspicion that
computers do not use the power that people say they do, EG, a lot of people
believe that because you might have a 450w PSU in your PC, that it will use
that much. Wrong, I used a device called a cent-o-meter, which display the
overall power your using in your house (it attaches to the house's fuse box)
Everything in the house was turned off, so the meter read 0. i turned on this
computer to see the meter shoot up to 8c per kilowatt than a few seconds
later settle down to 2.8c per kilowatt doing a few sums, that works out to
be 125w, monitor works out to 50w.
using that as a gauge I could build a 16 node render farm and not blow a circuit
breaker :) provided i don't turn them all on at the same time.
cheers.
Andromeda
May 3rd, 2011, 08:14 AM
I spoke to soon i think ...
I am considering shelving this indefinitely, have attempted this little scene
of the shuttle landing 5 times in the last 24 hours, only rendering 10 frames at a time
to see if the problems are sorted, nope ... i have been persistent at it though....
but chewing away at these two scenes for nearly 2 years, i think enough is enough.
the problem i have is very common here's an example
http://www.maxforums.org/threads/3ds_vray_flickering_problem/0001.aspx
edit: gave it one last shot today ..
after discovering the evilness of vray/max recently, I have canned this project.
the faults in vray have been fixed in newer versions, however newer versions
of that are not compatible with my version of max (9) newer versions of max will
not run on any of my pc's. So there's a pretty hefty upgrade bill $$$$. A shame considering I
am still paying this off, and this second clip had a little cliff hanger at the end grrrrr.
A big thank you to people who offered tips and pointers etc and at the same time sorry for
not getting it done.
Andromeda
December 24th, 2011, 04:26 AM
While I was doing another cover song decided to throw all the CG clips i made
together to fill out this video. first half is some scenes from "episode 1"
the rest is what i was attempting for "episode 2" almost killed a computer doing those renders,
which were of the shuttle flying across a landscape the landing
etc.
I recreated the scenes in a really old version of bryce and doesn't look
anything like i wanted it to.
cheers.
http://limebooth.com/video/19029/
edit: video moved somewhere else
Titon
December 24th, 2011, 05:36 AM
Pretty cool.
I have always wondered about how a battlestar dry dock would look like. Neat to see your idea about that.
:)
Andromeda
December 24th, 2011, 06:20 AM
Thanks,
Not entirely all my idea that, used to be a startrek dock, next gen i think, only i thought
it would be better suited wrapped around a battlestar, quadrupled in size and polys to to
suite. Impossible to render as a single scene had to be done in layers.
as with everything startrek it looked too clean so the textures were dropped and dirty
ones made. I made a version of that to put two battlestars side by side poly count was getting a little too much for my pc to handle.
then there was the other idea i started, four of them with a big center core (or section)
Cheers
BST
December 24th, 2011, 06:25 AM
Considering the size of the Galactica, that drydock would be huge!!
Thoroughly enjoyed this!! :D
martok2112
December 25th, 2011, 08:22 PM
yeah, that was some pretty cool stuff there. :)
Andromeda
December 27th, 2011, 06:00 AM
Thanks guys ..... :)
I've moved the vid, I am really starting to loose faith in YT
Andromeda
August 24th, 2012, 10:09 AM
Revisiting this ...
While i was going through one of my back up drives i found the only two renders done of a half done battlestar, was to be the third one in my story.
was going to be a monster to finish.
martok2112
August 24th, 2012, 06:46 PM
Nice WIP there. :) Interesting lines. :)
Matador
September 2nd, 2012, 07:21 AM
I really like that third landing bay... Very cool.:salute:
Andromeda
September 2nd, 2012, 11:48 PM
Thanks, :-)
I would have liked to have finished that. it was starting to look good.
Especially with the animated bay doors and turrets.
If I can upgrade or build a new PC (in the future) then I might be able to finish it.
Got another project in the works, what money i had recently to build a PC with
I blew it all on studio gear for that.... just don't tell anyone I'll be in trouble for spending money I apparently don have ;-)
Cheers :salute:
Thunderstruck
September 13th, 2012, 08:19 AM
pretty sleek battlestar.
On getting new comp.
I did, had a custom built, so I can do gfx-3d.
It made a huge difference, but after a year, since getting deeper into
3d, am at the point I was with the Pent 4 Dell I used. (Going on 11 years old and still running rarely been turned off either- gave it to mother :D to play Bingo on)
Example, some scenes can spend 5-15 minutes per Frame to render.
BUt this is because the scenes have so much more in them. In fact I have even overloaded this one just recently for first time.
Current specs.
Intel MB
Pi7 2700 8 thread ( released early 2011- purchased June 2011)
3.4 Ghz
16 GB RAM
Win7 64 bit OS
GTX 570 gfx Card. at times I think it has issues.....
1.81 TB HD
2 supposed BluRay Disc drives and writers.
Cost: 1789.00 USD
sound and monitor separately.
Regards,
Randal R
Andromeda
September 20th, 2012, 11:56 PM
Those are some good specs on that system :)
I noticed when i was upgrading the pc's, I've got more power = more polys, more detail ... then single frames where taking an up to 90mins to render.
some scenes took a week to render, even when layering.
I built a dual core 4 node render farm, with render server, power bill goes way
up running 6 pc's. I was looking at octo cores earlier in the year and felt way behind on that, not sure who's better.
One thing though, if i went to 64bit system, the 32bit software can't use all that extra ram, is that right?
cheers.
Thunderstruck
September 21st, 2012, 12:12 AM
On the 32 bit RAM, that is something, I am not sure of.
I will use either 32 or 64 APP. (Depends on which Shrtcut I click)
But I have noticed at times, that I can only muster 40% physical memory
while rendering with 16 GBs and app will quit rendering due to not enuff memory.
this is something I do not know what it is,
APP, RAM, or WIN7 OS and not really paying attn to which App version Iam using .... time to pay attn lol
I have been told by my PC guy in the past, that running 32 bit apps
should have no effects from a 64 bit OS.
---am a jack of all trades, so not an expert
Will have to try and find out on that sometime.
Thnx
Regards,
EDIT:::::: ________++++++++++ SEEE
Okay, with C4d, CPU determines render speed. RAM is fuel while CPU is engine/motor.
So my old P4 could handle even tough ones, long time rendering, but RAM
will determine how much you can put into a scene. when you are out of memory,
you have problems.
more memory will not speed it up.
Not sure what app ur using, but many things can influence render times.
Lights,shadows(maps).Emitters,pyros and and such can be devastating, but, with c4d and others
there are render settings and other things that can be tweaked to alleviate some of this
Another way is doing multi passes, but this can actually be a longer route depending.
then compositing them in AE or a Video editor
Hop-e this helps
Punisher454
September 21st, 2012, 08:32 AM
For general apps 32 bit vs 64 bit wont really make any difference. But for some things is it significant. 64 bit allows the program to access much more memory and work with much larger numbers in 64 bit. For example in the game engine I work with, they have both a 32 bit and 64 bit versions of the editor. The 32 bit version is limited to working with much smaller maps due to the fact that it cannot address the larger world space.
But its true that on most things you wont see a difference. Not all apps need 64 bit power, and many that could benefit from it are not programmed in such a way as to take advantage of the extra power.
Titon
September 21st, 2012, 08:44 AM
In my opinion if you are working in anything cg related you need to seriously upgrade to a 64bit OS. Especially if you are working with real time apps such as the new Adobe After effects and photoshop. They take serious advantage to the ability to access more ram to provide realtime effects previewing.
martok2112
September 21st, 2012, 08:47 AM
I agree. My iClone 5 PRO is now running as a 64bit app, but it is still in "beta test" stage. (But, everything you've seen me put out lately has been from that version.)
If I can get 64 bit versions of any app I use that is related to my hobby, I will. Thankfully, my OS is 64 bit. :)
Andromeda
September 25th, 2012, 02:22 PM
Thanks to all for comments thoughts .... :-) spent a bit of time doing some homework
everyone is spot on. :salute:
I have been asking around reading up on 32 bit and 64bit and
I have looked in to 32bit software running in 64bit os/pc.
Software i have used does support multicore cpu's however, being 32bit software,
neither of them know what to do with ram over 2gb (as already mentioned)
Multicore may speed up initial processing but wont speed up the rendering.
One thing i was told (makes sense) using multicore cpus on 32bit systems,
1 core will use half of the ram and the second core ditto. Effectively giving you super fast cpu with super low memory. just like what thunderstruck mentioned with
engine/motor
I found 3d max really poor at using a swap file and it always crashed or locked up.
With all the software I've used each one has it's own annoying little quirks
some want Speed, others want ram others want both.
If there were 64 bit upgrade patches for software that would be brilliant. I cant see that
happening though.
so far networked multipass renders are the only way around 32bit limitation
unfortunately in south australia with the worlds highest price for electricity,
running a network farm is prohibitively expensive. I've watched the power bill
shoot through the roof ... omg ...
If i can upgrade everything to 64bit i'll do it, will probably take me a while to do.
Orion24
March 5th, 2014, 07:57 PM
camera, possible I've got the scene open now and going through the settings.
I'll go thought the scene one frame at a time 'til i find the flickering frames
and re render those frames with different camera settings and see what happens. I f i had gazoodles of hard drive I'd render out out the scenes as single frames and just fix the dodgy ones.
did a bit more on the bridge, changed the layout a bit. still resembles
the original i think.
cheers.
Sorry it took so long for a reply, Had some personal problems, But the picture looks Great, I'm going to try and get back into doing more BSG Terminals as soon as I can but I'm have comp problems now hopefully it won't interfere with the Terminals I have planned, Thanks Again for using them. :)
Great Job. :salute:
Bill
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