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Hey guys!

I corrected (almost) everything, I also brightened the scene a bit so that less detail disappears from the raw render frames. I also managed to solve the poorly reflected drops at the edge of the image. What I didn't deal with was the trembling of the hair. Unfortunately, this will remain so now. I started rendering from scratch last week. It's pretty slow going. There is a frame between 2-3 minutes. Because of drops and water (pool, ocean). I'm about halfway through. 2846 frames are ready.

BUT! In the new camera view that I added, a mistake with the drops on Lara's skin is very noticeable. Unfortunately, it's like a carbonated soft drink. This is so weird. Unfortunately, I cannot check this in the viewport, only after rendering. Because it slows down Blender a lot. Well, this is not the best solution for animation.

The problem: https://files.catbox.moe/ctqky6.mp4

I'm probably going to render it this way right now so that I can send the cut video for sound production as soon as possible. While the sound is being made, I either take out the drops or look for another solution and re-render the whole thing.

It would be a good solution to make the drops disappear nicely. But it's a loop. So at the end of the video, it should be in the same state as it started. Now should Lara jump into the water? That's too much unnecessary work. And fluid simulation... Ahh no.

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Comments

Sven

So how are you doing?

Nicholas P

That catbox link doesnt seem to work for me 🤔

Thanos

Do you have an ETA for this animation?

Martin S

VFX Lighting TD here. Hit me up, if you need some help with stuff like these droplets. This definitely doesn't need a sim. A procedural setup should be fine.

wildeerstudio

Thanks for the offer, if I don't make progress, I'll probably look for you. By the way, this is not a simulation. Made with nodes, procedural.

Martin S

Yeah, I can tell. I think someone here in the thread mentioned it. For such mostly static effects, procedural makes most sense. And I'd much rather spend the compute on higher quality, more realistic shader and have it interact better with the skin underneath, than spend that same compute resource on the physical interactivity of it. Also - it would really benefit from a distribution mask based on rough body heat distribution, i.e. - crotch would dry out quicker than a shoulder.