Handheld Slurp - Rough Playblast (Not mobile friendly) (Patreon)
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Welp, here's a new playblast that continues the rather affectionate mawplay. I must admit I'm not quite happy with this yet, as there's still a ton of clipping, while the lighting lacks a bit of contrast and definition. I'll probably adjust the lighting on a per-shot basis, which is something I've already done in the last animation. In addition I'll take another two days to polish this shot a little, as I must admit that I rushed this scene a little since I was already overdue with the next preview. I'll make sure to have a more polished version of this by the end of the month!
To make up for it I have a couple more things to show, mainly some of the first rendered frames of the ray traced background layer, as well as the final lighting on Zoe and the environment for the first shot.
Rendering in the first Encounter took a whopping two months, which came due to the new, native 60 FPS format, as well as the lengthy runtime of the animation itself. The length of the process got me quite anxious back then, which is why for this animation I'm already rendering some sequences that are good to go in advance, hopefully buffering the time it will take once both of my machines are committed to rendering frames.
There are two new technical additions to this animation, coming in the form of path tracing for selected scenes, as well as Ai-based temporal image reconstruction, which should supply massively improved image quality through anti-aliasing that is comparable to NVidia's DLSS. I might show some of the experiments I've made regarding the later in the next preview!
Rendering this new animation will be a more colossal task than ever, as scene and effects complexity have drastically increased. This time I've come fully prepared, with a desktop that is equipped with an RTX 3090 FE, as well as a new laptop that I recently set up, which also rocks a high wattage RTX 3080 to assist rendering where ever necessary. Right now my desktop is already rendering the background layer, while I'm still animating on my laptop. There's still a lot of scenes to get done, and with the additional mawplay scenes I'm a little uncertain if I'll still manage to hit the September goal for the Patreon release, but I'll keep crunching!