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Silly physics animation

Posted: Wed Sep 15, 2010 3:02 am
by colorlabs
I was just messing around in Cinema 4D, and made a really boring scene with colored balls...but Octane lured me into rendering it out into a full animation. Each frame just looked too beautiful, I couldn't resist.



Focal depth didn't export correctly; I had focus moving in and out in C4D. Also, even though I exported motion vectors from C4D, I couldn't get motion blur to work in AE, I think I just don't know how to use motion vectors.

It took about 8 hours to render (at 128 samples/px).

Re: Silly physics animation

Posted: Wed Sep 15, 2010 3:03 am
by colorlabs
PS: I'm considering rendering out a night version :)
night ballz.png

Re: Silly physics animation

Posted: Wed Sep 15, 2010 3:12 am
by abstrax
colorlabs wrote: Focal depth didn't export correctly; I had focus moving in and out in C4D. Also, even though I exported motion vectors from C4D, I couldn't get motion blur to work in AE, I think I just don't know how to use motion vectors.
What were your camera export settings? Export of focal depth should work correctly.

Cheers,
Marcus

Re: Silly physics animation

Posted: Wed Sep 15, 2010 6:54 am
by mib2berlin
Hi colorlabs, hotpixels and small downscaling 80%.
Nice picture you have there, rendertime?

Cheers mib

Re: Silly physics animation

Posted: Wed Sep 15, 2010 11:43 pm
by colorlabs
I reckon that was a minute or two render...here's a 3 hour render :) Rendered to 7000 samples/px in with pre23_4. The fireflies are much worse! Hotpixels removed the really bad ones but there's still a lot of noise...and Photoshop noise/blur filters just make it too blurry or mess with the colors.

Looks like there's something odd going on with color depth - the balls in the front are not smooth, there are bands of color like saving a gradient as a gif :) Any idea what's up with that? It exists in the pre-hotpixeled raw Octane output too.
glow balls night 700s hotpix.PNG

Re: Silly physics animation

Posted: Wed Sep 15, 2010 11:55 pm
by radiance
yesterday we identified a bug with emitters that created 'bug fireflies', eg not caustics, on the surface of glossy materials.
we're already rewriting the glossy material to be faster, fix this bug and remove the high incidence black rings around objects, and a fresnel scale parameter.
this is for pre2.3 v5, coming to a theater near you soon ;)

Radiance

Re: Silly physics animation

Posted: Thu Sep 16, 2010 3:02 am
by colorlabs
Neat! A google search for 'fresnel scale' doesn't turn up much...is this for internal reflections or something?

Re: Silly physics animation

Posted: Sun Sep 19, 2010 1:43 pm
by Scog
Yay! I've been waiting on fresnel scaling for a while now. - different materials have different fresnel falloff characteristics, depending on their index of refraction. Fresnel falloff describes the way a reflection on a material (like glass) is stronger when you view it from a greater angle, and weaker when looking at it straight on.