๐งต My first 3D animation
Anonymous at Sat, 22 Jul 2023 17:57:57 UTC No. 952548
only took +3 hours to render 720p
Anonymous at Sat, 22 Jul 2023 18:28:07 UTC No. 952551
>>952548
nys cris
Anonymous at Sat, 22 Jul 2023 19:12:10 UTC No. 952554
Volumetrics take forever to render in any software. You want to use them sparingly and fake as much of it as possible. Next time use a z-depth pass and mist in composting for this type of uniform fog effect. Your render will be 10x faster.
Anonymous at Sat, 22 Jul 2023 21:06:54 UTC No. 952572
>>952554
I thought the whole purpose of mist was to optimize render time, so it didn't have to draw background shots. I mean, that is how video game operate.
Anonymous at Sat, 22 Jul 2023 21:30:43 UTC No. 952575
>>952572
You're mistaken and I won't waste my time explaining why
Anonymous at Sun, 23 Jul 2023 20:27:17 UTC No. 952725
>>952722
1060 6g
I mean Eeevee can render in 100 frames in 1 min, so I assume UnrealEngine would be able to do the similar.
Anonymous at Mon, 24 Jul 2023 02:07:55 UTC No. 952757
I'm experimenting with unreal right now, actually sitting here waiting for shaders to compile, but so far what I've seen is it's the best real time rendering there is. Crazy smoke, fracture, water, particle sims running in real time.
You could build this scene in unreal and it would run in real time.
Anonymous at Mon, 24 Jul 2023 02:33:40 UTC No. 952759
>>952757
Every single thing that is on unreal runs like garbage
Anonymous at Tue, 25 Jul 2023 07:08:18 UTC No. 952935
>>952548
meh. forced soul.
Anonymous at Tue, 25 Jul 2023 14:38:26 UTC No. 952974
>>952572
Video game fog is the same technique as >>952554's compositing suggestion. Volumetric (slow) fog gives you accurate light shafts/sunbeams that react to light sources in the scene. If you don't need them it's a waste of time, and even if you do you can probably fake them close enough without needing real volumetric fog.