Animation tests and a Dragon

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PolderAnimation
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Posts: 375
Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands
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Hi,

A couple of months ago I stumbled upon Octane and did a few tests with it, and wanted to show them to you.

Rubic
This project was started and animated 6 years ago, but was not finished. I was eager to test Octane and thought this would be a perfect test project. Keeping in mind, everything is old except the rendering ;).

Image : http://polderanimation.com/octanePost/oma.jpg
[youtube]http://www.youtube.com/watch?v=avh5XFvK ... e=youtu.be[/youtube]

(rendered on a gtx580)

Fountain Pen Test
Another project with no name that was never finished. In this test I played more with lighting.

Image : http://polderanimation.com/octanePost/pen.jpg


(rendered on a gtx580 + gtx460)

Dragon
Finally something new, this project was started two months ago. We made this dragon from scratch in two weeks.
The problems that Octane gave us was that it didn’t support displacement mapping. This was a bit of a disappointment. So there was no other way then to export huge meshes to Octane (800.000 polys). Other than polys we used a bunch of large textures, a 8k colormap, 8k normalmap and a 8k specmap. Unfortunately we coudn’t use normalmap and bump at the same time. I wanted this, to give the skin some extra detail, other than the already existing normalmap.

We only did the head of the dragon, if we did an animation of the full dragon, Octane wouldn't be production ready enough. The exporting to Maya would take too long and also the high detail mesh woudn’t work with the memory I had in my graphics card. Also the rig would be extremely heavy to use with such a detailed mesh.

Image : http://polderanimation.com/octanePost/dragon.jpg


(rendered on a gtx580)

Gigashoes

Last of all, Gigashoes. We did a commercial for kid shoes and used Octane in this pipeline. The biggest challenge (octane wise) in this project was animating the lamps. Because Octane doesn’t support animated features we made about 50 shaders and made a script that assigned them each frame for each lamp. This was a bit of a bitch to do.
Also I saw some strange things happening. When I had one lamp and it has a brightness from (let's say) 1000, you see a white lamp. If you turn 10 more lights on with brightnesses from 1000+ the frist lamp becomes gray. This is something you don’t want happening when you are animating lamps.

Image : http://polderanimation.com/octanePost/giga.jpg
[youtube]http://www.youtube.com/watch?v=LGZe8eJs ... re=related[/youtube]

(rendered on a gtx580 + gtx460 and gtx570 + gtx570)

I am curious what you think of our tests.

Sander
polderanimation.com
Last edited by PolderAnimation on Fri Mar 30, 2012 4:39 pm, edited 2 times in total.
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jamestmather
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Joined: Fri Jan 22, 2010 7:04 pm

They look stunning. Love the grandmother design too.

What did you use for motion blur?

Thanks,

James
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PolderAnimation
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Thanks the motion blur is done in post. In maya we renderd a 2d motion vector pass and in Nuke we used a vector blur for the motion blur.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
dawe
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Joined: Sun Nov 27, 2011 11:28 pm

Great work! I love the Rubic Idea.

//Daniel
Tugpsx
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Really nice work. Thanks for sharing
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mlody47
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the last one my fav :) its awesome
i7 2600K + 2X gtx 580 + GTX 560 Ti + 8gbram + Win7 +
AUTODESK SOFTIMAGE 2012
www.behance.net/mlody47
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Refracty
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I want to see the heelflip being catched into a nose grind shove it off - Yeah !
3rdeye
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I love the last one !!
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