Showing posts with label plasmodium slime mould. Show all posts
Showing posts with label plasmodium slime mould. Show all posts

Tuesday, 8 April 2014

Fantastic Voyage - Scene 03 alterations render

Here is the render of the 3rd scene with the adjustments I had made, the haploid cell seems to be maybe a little too erratic in size frequency and I'm wondering if it needs a few more tweaks or does this look alright?

Monday, 7 April 2014

Fantastic Voyage - Scene 03 Render *Unfinished

I used the ocean shader in this render applied to my haploid which is germinating from the spore, I had keyed it down to keep the scale together but the flare off is always occuring so I might instead use a deformer and key the distortions individually to the best of my ability.

Fantastic Voyage - Scene 03 Germinating Explosion

Here in this video was the outcome of a pretty much default High seas shader applied to a simple geometry sphere. The effect is quite erratic and it looks like something that would be accomplished within after effects. I wanted a liquid object to ripple and settle after the spore implodes and explodes, showing force and diversity in my modelling in my animation. I will look to tone down the effect a little in further manipulation to the shader in hypershade to match my xray colour palete.

Sunday, 6 April 2014

Fantastic Voyage - Scene 01 and 02 W/O HUD

The rendered files of my spore seem okay at this time, I am currently rendering my 3rd scene now just to get the explosion effect correct in looks before going onto my germinating spore into diploid stages.

Friday, 4 April 2014

Fantastic Voyage - The render fix

-Original Render

- New Render

After speaking with Simon this morning I have altered my scene and the result was an overhaul to the scene and stripping everything from the spores except the X-ray shader. Because of the complexity of the shapes the glass was not doing anything for them. So that is gone and raytracing has also been removed, with the background gone and indirect lighting deselected now it is just the raw spores moving in this void. Earlier in my designs I had shown the Spores in this form and my decision to revert back is entirely due to the fact that the render times are now around a minute a frame which is what I had expected it to be like initially. With my HUD added I believe it will belong more than the render above this one.

Thursday, 3 April 2014

Fantastic Voyage - Renders (Help!)


Okay so above is a render of my spores, it was in Production quality, 1920-1080, Mitchell and one frame took 40 mins to render. And even this isn't the resolution I want..

Then I did the same frame but this time it was in Default quality, 960-540, Gauss and it took 11 mins to render. Has anyone got any tips at all about what I could do in my render settings? Am I doing it wrong or does it make sense? Regardless over the weekend I aim to render out my Scenes in Default so I have something to work with.


Fantastic Voyage - Shatter Effect Planning

Before I add the effect for the shatter effect I want to create the animations for the germinating spore stage of my animation. I want the animation to be fluid with the same X-ray and glass shaders as the spore, keeping the colours the same. I looked up a really basic shatter tutorial on Youtube and I am looking to replicate it in explicit detail to illustrate the exploded spore stage of my animation.

Shatter Effect - https://www.youtube.com/watch?v=f80LFuUgF7g User has disabled embedding

Fantastic Voyage - Scene 02 Playblast *New!




Here is the wireframe play blast from Scene 02, again it is like this due to the fact it turns invisible until I render the animation in maya. Because of the scene's extreme length I have opted to wait before rendering as I hope to ease the time lower as the polycount is still quite high. The spin about halfway through will symbolise the HUD analysing the functions of the spore using colours and objects keyed to illustrate workings. And the bounce is much like my initial scene where the HUD will identify the spores whilst travelling.

The camera is parented to the directional light also so the further in it travels the more we will see of the main spore.

Wednesday, 2 April 2014

Fantastic Voyage - Scene 1 Playblast *New!


Here is my opening sequence play blast of my spores travelling through the void, I have added the glass and X-ray shaders so the only way to show the objects is raw wireframe un-modeled. My scene is also simplistic yet sophisticated with the extrudes and faces making the poly count sky rocket. I don't want to change any of the designs as I think they will fit my HUD designs very well but at the moment the render time in default settings is around 3-4 minutes and in production in 1920 by 1080 is around 9 minutes. I have also added bounces that degrade into a smooth but jolt halt at the end. These bounces will identify that the HUD has picked up the movement and will act like water drops in a pool of water.  Each file at default is 8.2MB so would altering the dimensions help the render time?

Any feedback is appreciated :)

Tuesday, 1 April 2014

Fantastic Voyage - Scene 01 Texturing and Lighting








At the moment this is my progress into scene 01 and I think that the addition of the glass and xray shaders has brought the elements closer to my initial HUD designs, integrating my HUD should prove easy and they will be placed in the same 'world'

Thursday, 20 March 2014

Fantastic Voyage - HUD Trapcode effect

Today I spent a very long time following numerous tutorials on how to achieve a trapcode/particular effect that would engage my audience into my HUD designs. I had looked into an effect called 'trapcode planet' and I looked to recreate this with my own stylisation. The outcome of the day is 6 seconds of footage that has this small animation keyed to a number of different positions, the effect reminds me of the Iron Man HUDS I have looked at in the past. I want to create different compositions and flex designs to annotate actions in my animation, I am thinking of going from green - amber - red to symbolise state changes in the life cycle and the colours to only be displayed on the HUD.
And here is my own version for trailed for my animation. Its purpose could be served as a HUD brain or I could do trapcodes integrating each stage.

Looking at this again I think the animation is a little too quick so I may smoothen over the keyframes and lengthen the video