"PAMAJ" Movie by NikkyyHD
Posted: Tue Jul 21, 2015 10:00 am
Never done this before and am not sure if I am doing it right, but feel free to post what you like of this if you want.. just really wanted to give proper credit to you guys for everything, and voice my sincere appreciation -
https://www.youtube.com/watch?v=f4P4dEyQXf0 - Movie on my YouTube Channel, almost 200K views in 5 days,
https://www.youtube.com/watch?v=i4GgFAIxTCg - Movie on "Pamaj's" YouTube Channel, over half a million in 5 days.
This project is a re-creation based off of the game, "Call of Duty - Black Ops 2" in my own personal interpretation, inspired by plays that the famous Call of Duty competitive sniper, "Pamaj" had hit while playing. Every scene in this was created in 3D software, with the players "clips" and the environments they were accomplished in, as "inspiration," and the final result contains ABSOLUTELY ZERO RECORDED VIDEO FOOTAGE. It was started October of last year, worked on simultaneously with related projects, and was completed July 15th, 2015.
This entire project was rendered using OctaneRender, EXCEPT for - intro/outro, obvious composition elements throughout, and any smoke or fire simulation, which was rendered separately and composited with the help of Octane's easy-to-use pass system.
Almost 90% of this was rendered using the DirectLighting Kernel with Global Illumination set to the "DIFFUSE" setting for half, and "Ambient_Occlusion" setting for the other half, well lit "sunny" scenes. Octane did not struggle much with FULL motion blur (shutter set at 0.033,) or DOF, although the wide FOV and substantial movements required much calculation and blur. Sample amounts ranged quite a bit for each scene, from as low as 350, to as high as 3300. The render times were so unbelievably fast that I was able to fix several scenes that were hundreds of frames long, and they would finish re-rendering before I woke up the following day.
The other 10% of this was rendered using the Pathtracing kernel (only on scenes that required proper scattering of skin materials, vegetation, etc.,) also with full motion blur and DOF. Scattering Materials cleared and looked acceptable for animation, even with such a slow shutter and 24fps, at around 500 samples, and some scenes I didn't waste a minute optimizing geometry because the live viewer showed it was fast enough.
There was a lot of compositing to be done on some scenes, so naturally I was hesitant to use Octane's motion blur, but after a few trials, found how easy and accurate their pass system was for creating proper matte's. There was only a few times that a matte from Octane needed a little post-TLC to achieve the correct look, which in and of itself is just incredible, and saved me many hours.
Although the workflow for this required a few different 3D applications, I ultimately rendered final 3D out of Cinema4D because of TurbulenceFD and X-Particles compatibility. I want to credit Ahmet Oktar for his incredible work-ethic, he constantly gives me the impression that OTOY is a company full of people like myself, that love to do what they do, when my understanding before was that "support" was meant to be the antithesis of that. Anytime I posted on the forums with a bug, or an any issue regarding the renderer for C4D, I had AT LEAST a reply back within the hour, and either bugs were fixed or a realistic solution was presented to me in less than 24 hours each time. That's truly incredible. Anybody that asks, I tell them that Octane is personally the best $500 I've ever spent, not only does it render 100x faster than CPU with better-looking results, but it's also backed by a team that works their tail off to improve it and help you.
Although this might not be the most impressive 5 and-a-half minutes you've ever watched, it received several notable nods. Including a few "tweets" from David Vonderhaar, the Director/C.E.O. of "Treyarch"(creator and publisher of the "Call of Duty" series,) declaring a public offer to come "direct" their next trailer for their highly anticipated - "Call of Duty - Black Ops 3." I thought that was pretty amazing, and if I wouldn't have purchased OctaneRender, I would still be waiting for an ugly "standard" render to finish, and wouldn't be blessed with the exciting opportunities that have been presented to me.
Really Just wanted to say - thanks for making me look like I know what I'm doing:)
Nicole "NikkyyHD" Hawkins
https://www.youtube.com/watch?v=f4P4dEyQXf0 - Movie on my YouTube Channel, almost 200K views in 5 days,
https://www.youtube.com/watch?v=i4GgFAIxTCg - Movie on "Pamaj's" YouTube Channel, over half a million in 5 days.
This project is a re-creation based off of the game, "Call of Duty - Black Ops 2" in my own personal interpretation, inspired by plays that the famous Call of Duty competitive sniper, "Pamaj" had hit while playing. Every scene in this was created in 3D software, with the players "clips" and the environments they were accomplished in, as "inspiration," and the final result contains ABSOLUTELY ZERO RECORDED VIDEO FOOTAGE. It was started October of last year, worked on simultaneously with related projects, and was completed July 15th, 2015.
This entire project was rendered using OctaneRender, EXCEPT for - intro/outro, obvious composition elements throughout, and any smoke or fire simulation, which was rendered separately and composited with the help of Octane's easy-to-use pass system.
Almost 90% of this was rendered using the DirectLighting Kernel with Global Illumination set to the "DIFFUSE" setting for half, and "Ambient_Occlusion" setting for the other half, well lit "sunny" scenes. Octane did not struggle much with FULL motion blur (shutter set at 0.033,) or DOF, although the wide FOV and substantial movements required much calculation and blur. Sample amounts ranged quite a bit for each scene, from as low as 350, to as high as 3300. The render times were so unbelievably fast that I was able to fix several scenes that were hundreds of frames long, and they would finish re-rendering before I woke up the following day.
The other 10% of this was rendered using the Pathtracing kernel (only on scenes that required proper scattering of skin materials, vegetation, etc.,) also with full motion blur and DOF. Scattering Materials cleared and looked acceptable for animation, even with such a slow shutter and 24fps, at around 500 samples, and some scenes I didn't waste a minute optimizing geometry because the live viewer showed it was fast enough.
There was a lot of compositing to be done on some scenes, so naturally I was hesitant to use Octane's motion blur, but after a few trials, found how easy and accurate their pass system was for creating proper matte's. There was only a few times that a matte from Octane needed a little post-TLC to achieve the correct look, which in and of itself is just incredible, and saved me many hours.
Although the workflow for this required a few different 3D applications, I ultimately rendered final 3D out of Cinema4D because of TurbulenceFD and X-Particles compatibility. I want to credit Ahmet Oktar for his incredible work-ethic, he constantly gives me the impression that OTOY is a company full of people like myself, that love to do what they do, when my understanding before was that "support" was meant to be the antithesis of that. Anytime I posted on the forums with a bug, or an any issue regarding the renderer for C4D, I had AT LEAST a reply back within the hour, and either bugs were fixed or a realistic solution was presented to me in less than 24 hours each time. That's truly incredible. Anybody that asks, I tell them that Octane is personally the best $500 I've ever spent, not only does it render 100x faster than CPU with better-looking results, but it's also backed by a team that works their tail off to improve it and help you.
Although this might not be the most impressive 5 and-a-half minutes you've ever watched, it received several notable nods. Including a few "tweets" from David Vonderhaar, the Director/C.E.O. of "Treyarch"(creator and publisher of the "Call of Duty" series,) declaring a public offer to come "direct" their next trailer for their highly anticipated - "Call of Duty - Black Ops 3." I thought that was pretty amazing, and if I wouldn't have purchased OctaneRender, I would still be waiting for an ugly "standard" render to finish, and wouldn't be blessed with the exciting opportunities that have been presented to me.
Really Just wanted to say - thanks for making me look like I know what I'm doing:)
Nicole "NikkyyHD" Hawkins