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Nov. 12

Final render

Lighting and the camera angle was matched with the reference, texture of the ground was changed.

The emission of the flame itself is not bright enough, but increasing the intensity of the scattering will make it too much overexposures. So I used renderGeometrySettings to treat the pyro as a light source, therefore the diffuse and specular intensity can be adjust without affecting the pyro itself. But be advised that it will drastically increase the render time.

render_geometry.png

render geometry

Motion blur was added to particles and smokes. But I think the motion blur is too high for now. Also, since the render time is too long (almost 1hours for 1 frame) I didn't have the chance to check the entire render thoroughly and I had to go back and render the previous version of pyro sim which turn the render time down into about 40 minutes per frame. 

Besides the smoke was rendered with motion blur because I thought the motion blur status should be consistent, but after I saw the render this morning, I think it is not presenting as much detail as same sim without motion blur.

render without DoV

I rendered .exr files with depth info and I did Zdefocus base on that in nuke. But it's not working very well as the volume was calculated in depth field but the transparency was not considered. So, you can actually see clearly through the thin smoke.

If I got more time, I would definitely render the more detailed version of pyro sim without motion blur. The second thing I would do is try rendering it with DoV in camera and try to solve the seeing through issue in nuke.

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