A test underwater scene. Render time depends on how much of the water surface is visible to the camera so it varies between 3-8mins/frame. I'm not happy with floating the particles but it's just a test render so I'm not going to re-render the whole scene. Obviously the render settings are low ^_^
After my volcano I decided to put together a couple (so this is the 1st!) of videos about stuff I learned while doing it!
And despite the fact taht the volcano isn't that amazing and final (yes, I'll improve it...) some stuff I feel that I can share... even if it's "noobish"! :D
I decided to start looking at all the steps, the values/settings and so on and... you know, everything starts at the emission geometry and a simple change in it has massive repercutions in your simulation look.
So, why not show the importance of it? Way before DOP's your geometry and its shape/motion will be paramount!
The making of a ground breaking new skateboard ramp installation by ENESS. Created for the Premiere of Tron Legacy in Melbourne, Australia.
Our custom built software allows us to 3d map the
ramp and track the skateboards in real-time. Each rider is equipped with an iPod Touch to measure air time and trigger effects, IR Lights and camera is used to track the skater’s position.