Wanted to try out Motion Blur in KS5, so this is my simple effort...
Used Rigid Body Dynamics in Cinema 4D R13 for the simulation, baked it out to keyframes (nightmarish) then imported the resulting animation into KeyShot as an .FBX
I'm a bit disappointed with the compression that Vimeo has applied to the finished movie - also, bear in mind that I didn't have the time or CPU grunt to render at a better quality (ideally 15 minutes per frame, this was 5 per frame) or resolution - was wanting some rendering help, but didn't know who to ask...
At some point I want to render at HD resolution with better quality, but that will have to wait.
Here's the Vimeo link :
https://vimeo.com/99011914 (https://vimeo.com/99011914)
And here it is before the dreadful Vimeo compression...
https://www.mediafire.com/?r2t0y1xd8ejhp1b (https://www.mediafire.com/?r2t0y1xd8ejhp1b)
Thanks for looking
Polycarbonate material by the magnificent Dries...
J
I'd say excellent result as it is, even with bad compression :P
Martin
That looks totally cool! 8)
One niggle... I notice the amount of noise varies along the length of the animation. In the 'busier' sections there's more noise than in the beginning & end.
Did you render with max. time per frame? Max. samples per frame will yield more consistent quality.
Dries
Holy cow! thats fantastic! I'v been tempted to take a look at real flow or similar, but the rigid body dynamics within C4D are pretty impressive (as youv shown here).
The stills with motion bur look great too, very authentic, and its nice to see it applied to something other than the rear wheels of cars.
Also, I like your wee red... eh... things, whatever they are... electronic fruit?
Ed
Thanks guys... much appreciated
QuoteOne niggle... I notice the amount of noise varies along the length of the animation. In the 'busier' sections there's more noise than in the beginning & end.
Did you render with max. time per frame? Max. samples per frame will yield more consistent quality.
Dries comes to the rescue again... it was rendered using max time per frame, did not know about better noise consistency using max samples... but to be truthful, I'm not entirely sure how to use max samples, can you enlighten me please ?
QuoteI'd say excellent result as it is, even with bad compression
Cheers Martin...
QuoteAlso, I like your wee red... eh... things, whatever they are... electronic fruit?
Do you not know 264 shiny red Octupi when you see them Ed ?! ;)
QuoteI'm not entirely sure how to use max samples, can you enlighten me please?
Max. samples works pretty much the same way as max. time. It
is the same algorithm.
To know how much samples are needed for a particular shot:
Start a single frame render with, say, 1024 samples. Watch the progress in the realtime preview. If quality is good enough at, say, 25% then you can set max. samples to 256 (1/4 * 1024) for final rendering.
Quote264
Too funny a number... ;D ;)
Dries
QuoteDo you not know 264 shiny red Octupi when you see them Ed ?! ;)
that sounds like the follow up song to Nena's "99 luftbaloons"
QuoteMax. samples works pretty much the same way as max. time. It is the same algorithm.
To know how much samples are needed for a particular shot:
Start a single frame render with, say, 1024 samples. Watch the progress in the realtime preview. If quality is good enough at, say, 25% then you can set max. samples to 256 (1/4 * 1024) for final rendering.
Thanks for the clarification Dries, in my next animation that's the method I will use - although if it is the same algorithm, as you say it is, then it mystifies me slightly as to how it cancels/distributes noise better than max time
Quotethat sounds like the follow up song to Nena's "99 luftbaloons"
Now there's a blast from the past... :)
Quotethen it mystifies me slightly as to how it cancels/distributes noise better than max time
Some frames are more complex than others and will require more render time to reach the same quality (sampling) level.
If you assign the same render time to all frames, then there will be quality differences across frames. With a fixed amount of samples for all frames, they will all reach the same quality.
Dries
wow very nice work; and i'm impressioned about your quality.
But i just think, your materials are a "secrets" or do you share sometime something about? That should be usefully for entire keyshot community.
Love it, John! Thanks for sharing.
I've watched this way too many times. Woke last night to octopi falling atop me.
My eyes actually caught the container. Loving the scratchy plastic material on that one!
Hi to all,
I am trying to export the animation in to FBX format but keyshot isn't importing the animation part.
Any help would be helpful.
You need to bake the Modynamics to keyframes, then KeyShot will 'see' the animation.
You will need to do this either manually (good luck) or via a plugin
J
Could you link me to a tutorial for this or even a plugin for this.
Thanks in advance.
Hi Artur
The use of emitters requires a different approach, regular FBX export won't work as not all the objects are in the scene at frame one, even if you bake you will have the same same problem as Keyshot will just import the first frame.
To get Keyshot to read and render your sim I recommended you export an Alembic file and then use Keyshot 6s scripting console to auto load each frame one at a time and render them for you.
I hope that makes sense
PS..when you have exported the Alembic from C4D load it back into C4D to check your sim before you render in Keyshot, to set materials use Keyshot importer to load any frame you want from the file.
Cheers
Peter
Quote from: Artur on December 14, 2015, 12:11:33 AM
Could you link me to a tutorial for this or even a plugin for this.
Thanks in advance.
Seems a bit complex... :o
Maybe I should find a different approach for this.
I need KS to load the particle animation so I can make a VR for web integration.
It would be great if we have a simple process to do so.
Yes it's a bit more complex, but not that bad, you can get some great results.
Here is a clip I created using this method.
https://vimeo.com/130878935
Cheers
Peter
Quote from: Artur on December 14, 2015, 01:26:41 AM
Seems a bit complex... :o
Maybe I should find a different approach for this.
I need KS to load the particle animation so I can make a VR for web integration.
It would be great if we have a simple process to do so.
Looks really good.
I am interested in making this sort of animation using C4D particles and doing the render in KS6.
If you could send me more info or even a tutorial on how to make the transition from C4D particles to KS6 I would be thankful.
The animation in C4D is ready to export but the conversion and the import for KS its whats stopping me form reaching my goal.
Thanks in advance.
Ok I will speak Josh and Rex and maybe Luxion can add something about how to do this in their up and coming webinars as its part of the new ver 6 features as I am not setup for making tuts and I think it would need a vid.
What version of C4D do you have??
Quote from: Artur on December 14, 2015, 07:13:51 AM
Looks really good.
I am interested in making this sort of animation using C4D particles and doing the render in KS6.
If you could send me more info or even a tutorial on how to make the transition from C4D particles to KS6 I would be thankful.
The animation in C4D is ready to export but the conversion and the import for KS its whats stopping me form reaching my goal.
Thanks in advance.
Thanks a lot for the help.
This is a long standing project of mine and the client is getting impatient for the VR's.
I currently am using C4D r15.
If you could direct me to some extra information I would be great full.
Thanks again.