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Showing content with the highest reputation on 10/19/2017 in all areas

  1. 1 point
    Hi, this is a revival of a personal project I did ten years ago in 2d pencil test animations. Still haven’t decided on the exact style I am going to use. I did a few tests in S&T but Render time is too long. I will probably be using 2d textures to get the cartoony feel. I am still working on the character and props at the moment.
  2. 1 point
    A colleague and I were commissioned to work on a series of 360-degree videos and short, looping teasers for Perrier. Perrier wanted a mix of realistic bottles in a cartoon-like world. The deadlines were tight, so GPU rendering was going to be essential for iteration and final renders. Redshift (my go-to GPU renderer) does not have a dedicated toon shader. However - that doesn't mean you can't build your own! Thanks in part to some tips from @merkvilson, I was able to generate some custom "faux" toon shaders that were easy to tweak and FAST to render. All native, all within C4D and Redshift. The only external textures used were the bottle labels and the backdrop. Below is some imagery for the first theme, just shared by Perrier on their social media. Currently working on more themes for them, so this will be an ongoing thing! Will keep updating the thread as I go. Styleframes for lookdev / approval: And the official looping teaser for the first video. Not sure when the 360 version will be out. That's up to them.
  3. 1 point
    Hi, one way to fake GI is this: insert sphere into your scene, make it big enough so all scene objects fit inside sphere, and make sphere like half sphere, sliced in half so we have only top half, simulating visible sky. Then insert omni light (no shadows), add light to cloner, make light distribute on sphere surface (vertex distribution), so you have one light one each sphere vertex. Put sphere and cloner inside null, add compositing tag to null, and uncheck all. You can control lighting intensity with changing number of segments on sphere, or in cloner options, or changing light strength with slider. This setup will simulate sky illumination (indirect light), so you can add one more light with enabled shadows, which will simulate sunlight. Also, to get actual visible sky, and sky/environment reflections, add standard sky object with some spherical hdri map, or non-hdri, it can be regular photo, which will be your visible sky environment. This setup is rendering much faster then GI, and you will not have any issues with flickering in animations, which is almost always a problem when rendering animations with GI. Cheers,
  4. 1 point
    The other methods have already been covered to fake GI, but as for External render engines, If your doing Architectural renders, Vray is very fast with low noise, and offers a fair amount of render nodes for a single licence. Dan
  5. 1 point
    Have you tried a simple omni in ambient only mode used as a fill light ? That should sort your shadows out no matter how large your scene is... CBR
  6. 1 point
    I think the environment object can be used to help ease the dark shadows so maybe use one infinite area light as a sun object to cast your shadows and the environment object to soften the darker areas. @stubbs used this technique lighting the amazing animation for FREITAG. It may need a fair bit of messing about to get the look right but at least it is just 1 light and 1 object.
  7. 1 point
    To be honest, GI is massive rendering over-kill if you are using the default renderer (Standard/Physical) But if you use external renders, it is quite reasonable. This is actually why people use external renders because they are fast. There is an old way of faking GI. Basically, you render your scene without GI. Then Render an Ambient Occlussion Pass. Then composite it in the software. Then you'd get a decent overall illumination. Good luck!
  8. 1 point
    And I'm finally able to share some of my work for Perrier! Quoted from the WIP/Final Images section: A colleague and I were commissioned to work on a series of 360-degree videos and short, looping teasers for Perrier. Perrier wanted a mix of realistic bottles in a cartoon-like world. The deadlines were tight, so GPU rendering was going to be essential for iteration and final renders. Redshift (my go-to GPU renderer) does not have a dedicated toon shader. However - that doesn't mean you can't build your own! Thanks in part to some tips from @merkvilson, I was able to generate some custom "faux" toon shaders that were easy to tweak and FAST to render. All native, all within C4D and Redshift. The only external textures used were the bottle labels and the backdrop. Below is some imagery for the first theme, just shared by Perrier on their social media. Currently working on more themes for them, so this will be an ongoing thing! Will keep updating the thread as I go. A couple of styleframes for Perrier's approval on lookdev: And the official teaser loop that's started to circulate today. Not sure when Perrier will be sharing the 360-degree video.
  9. 1 point
    ASAP for £10 ?!!! I think this is an insult.
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