Skip to main content

Posts

Showing posts with the label Batch Rendering

3rd Year: Rendering Mathematics and Equations

This is an equation I've made so that I am able to calculate how long something is going to batch render, so that I may take this variable into account in project management. Now this is only a single equation, so I'm pretty sure there are better ways of doing this and this has probably been done before, but I wanted to see if this could be applied in a realistic work scenario, and so far it looks like this thing works. The Equation R =  (m/h)  = 1f (m x fs)  = m (x fs)  or  (h=(m)) m\24 = d = aoa Equation setup: r = Resolution f = Frame fs = Frames (As in multiple) s = Seconds m = Minutes h = Hours d = Days aoa = Amount of Animation Resolution Test Render = (Amount of Time spent on one render) = One frame (Time Spent on one render x Amount of frames (So 60 seconds is a second for 60fps)) = Amount of minutes to render the set number of frames (60 in this case) . Amount of time spend on one re...

Summer Work: The Daily Update!

Maya Tutorial: Displacement Maps 28/04/2017

First Render Mental Ray Approximation Editor Settings Enhanced Ambient Occlusion Render You can also use a vector displacement map as well, which can make your render look a lot better, however, render times could be increased and you could encounter some issues. First Initial Render Bounding Box Size Increase AO Render The process of creating, applying and testing these Maps can somewhat tedious, and most of the time your left to guess what works and what doesn't. A lot of work needs to be done in the hypershade in order to achieve the results required, but if done correctly, whatever you work this into, it can make your work scarily impressive. Final Gather Render Side Notes: Page Up Increases the Poly View (Mudbox) Page Down Lowers it (Mudbox) Shift + D Creates a higher Subdivision (Mudbox) In Maya 2016 (Extension 2) There is no longer a color profile, so the way to fix this is  to change the 'Col...

Maya Tutorial: Samples and Quality Control 27/04/2017

Maya Software  Right, so to start with, most of the rendering setting in Maya revolve around something called 'Sampling' Lower Sampling Equation Higher Samling Example Sampling basically works like an equation, trying to work out what works best depending on the render, altering settings in the sampling is like altering the equation, it will give you roughly the same result, but it will change the way the program works out the final image. No Shadows Depth Map Shadows Low Light Sampling Lower Samples Ambient Occlusion (Low Samples) Ambient Occlusion (Higher Samples)  So I've cover ambient occlusion before so I already had a good idea of the kinks with rendering with this option. What I didn't ake into account is the batch rendering times, so learning the workflow to get the best render out in the shortest time possible was very handy. Ray Trace Shadows Lighting Refinement Preview Render (Lower Samples) F...

Maya Tutorials: Animation, Dynamics, Keyframe, Motion Paths and MEL 23/10/2015

MEL Wireframe Animation MEL Texture Animation Using MEL for animation was a very technical process, its a little bit like coding but very simplified. I still need to study some of the logic/terminology behind it but I think it is something that I can learn with relative ease and apply to future animations. Motion Path Animation Motion Paths were surprisingly easy to use and I can easily see how these would be used in animations, car scenes, skybox animations (planes in the sky) and general rough animation guides would be very easy and quick to do.    Dynamics  Dynamics is by far the quickest and easiest way to create a realistic animation by using mathematics and physics in coding. There is quite a lot of math and physics behind it but with enough practice this should be second nature. I have done a little of this before but I have lots to learn, the options for this kind of animation are enormous and I can see why learning thi...

Maya Tutorial: Batch Rendering 16/10/2015

Retro Rocket Spin Gif I did the batch rendering tutorial in Maya today. Batch rendering is quite a lot different from Maya 2014, there are some ups and down but mostly ups. I decided to put this into Photoshop and quickly create a starry background, give the GIF a little more "Pop".