[vimeo]http://www.vimeo.com/20927605[/vimeo]
very rough compositing. a lot of blotches pop up...
furthermore a lot of other details needs to be improved eg using the new dynamic-
paint feature in blender to add more realism on the wall under the bricks..
technics used:
-real footage recorded with dslr
-camera tracking
-projection paint (textured bricks to receive reflections on water)
-fluidsim
-compositing/ node edit
tools:
Canon eos550d/Voodoo Camera Tracker/Blender2.5/OctaneRender2.44
real footage combined with cg water
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
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thanks sanblack.
i used blender2.5 for modelling/fluidsim/compositing.
cheers dave
i used blender2.5 for modelling/fluidsim/compositing.
cheers dave
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
...and how did you pass the camera data??
win7,i5 760 6gb,gf 460 1gb
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
..not shure what you mean exactly?ello wrote:...and how did you pass the camera data??
tracking was made with voodoo (http://www.digilab.uni-hannover.de/docs/manual.html) like i mentioned.
then the "camera data" was exported to blender2.5. ->rendered the fluid, wall + low quality textured bricks in octane (need reflections of the bricks in the water) ->back to blender: composite the real footage (highq bricks) with cg fluids from octane using some quick masks.
hope you could understand now..
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
what i ment was how the animated camera position was brought to octane.
win7,i5 760 6gb,gf 460 1gb
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
sorry i still dont understand your question?? ->i just use "render animation" in the blender exporter. so the same ocs is used for all frames and only the mesh (obj/mtl) gets updated.ello wrote:what i ment was how the animated camera position was brought to octane.
btw yoyoz unofficial exporter is already exporting the next coming frame while octane is still rendering the last one. so you only got the loading time in octane left..
once again THANK YOU YOYOZ:)
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
I could be wrong, but I don't think that the path of the camera is brought into Octane. Rather, each frame of the animation is exported from Blender and then imported into Octane where it is rendered.ello wrote:what i ment was how the animated camera position was brought to octane.
yep.. of course for each frame a complete export incl cam pos/rot/fov/...
btw "cam path" feature wouldnt work at all in this case... -no mesh animations like fluids without revoxelization for each frame imo.
btw "cam path" feature wouldnt work at all in this case... -no mesh animations like fluids without revoxelization for each frame imo.
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
i understand that, however, the camera is turning in your animation? or are you turning the whole scene??
win7,i5 760 6gb,gf 460 1gb
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de