An ode to useless feedback, and hopefully not the last in a series of over-designed post production quotes.
I don’t model very much so I thought I’d have a stab at this guitar. It’s all modelled off one jpeg I found (over on the right) so it’s completely eyeballed, and obviously not entirely accurate. Just for fun.
Want project files?
Rigging up this guy with 8 legs was fun, although very very badly animated due to the finite nature of a lunch hour. When I get some time, I’ll revisit the animation.
If you’re interested, I’ll put up my project files.
A quick little experiment to translate Newtons 2D physics to 3D layers in After Effects by linking 2d rotation from Newton, to x-rotation on 3D layers.
Works out pretty good.
Roads on Sweep Nurbs, a Physical Renderer Experiment, which is new to C4D r13.
After getting a couple of fancy new MacPro’s in the studio, I thought I’d test out the Physical Renderer, which I’d aways shied away from because of render time…
This shot, which is nothing special, no real complicated textures, no blurry shadows and no GI, took 100 hours to render.
This was not an attempt to optimize render – just an attempt to understand where the render hits are.
What are the biggest factors that drive render time up?
Dropping sampling quality helps significantly, but looks crappy really quickly.
I’m also using native DOF in this case, which I’m sure is a big factor but I just really like the native DOF rather than doing it in post.
I’m also toying with the Adaptive sample v’s fixed, and high v’s automatic quality.