Author Topic: Living villages  (Read 4006 times)

Simoni

    Reputation: 24
Living villages
« on: June 06, 2011, 09:36:51 pm »
June 06, 2011, 09:36:51 pm

This is work in progress, note it has music.

Gilson Antunes

    Reputation: 123
Re: Living villages
« Reply #1 on: June 06, 2011, 11:34:19 pm »
June 06, 2011, 11:34:19 pm
Very good
Gilson Antunes
GTX 1080Ti / GTX Titan X / Win7 / (TM) i7-6700K CPU @ 4,00GHz / RAM 64Gb DDR-4 / SSD 1,5Tb

Ecuadorian

    Reputation: 32
Re: Living villages
« Reply #2 on: June 07, 2011, 12:47:25 am »
June 07, 2011, 12:47:25 am
Love the night effect.

e3di

    Reputation: 2
Re: Living villages
« Reply #3 on: June 07, 2011, 10:28:54 am »
June 07, 2011, 10:28:54 am
Looking very nice.


Gaieus

    Reputation: 44
Re: Living villages
« Reply #4 on: June 07, 2011, 11:59:23 am »
June 07, 2011, 11:59:23 am
This is very-very nice! I loved every moment of it!

And indeed that night effect was extremely cool (too bad there were some flickering of some lights in the middle...)
Gai...

Simoni

    Reputation: 24
Re: Living villages
« Reply #5 on: June 07, 2011, 02:44:44 pm »
June 07, 2011, 02:44:44 pm
Thanks Gaieus, flickering lights were caused by lights being behind some swaying plants, others have commented on this, maybe I should remove plants. Am currently adding an allotment and changing some textures.

Gaieus

    Reputation: 44
Re: Living villages
« Reply #6 on: June 07, 2011, 03:43:41 pm »
June 07, 2011, 03:43:41 pm
Ah, that also makes sense. I first thought it was some z fighting.

Leave it then. Maybe my eyes are too technical by now and others would not even think about it. As I rewatched (especially by the very end when the camera slows down), it is indeed not so disturbing.
Gai...

Simoni

    Reputation: 24
Re: Living villages
« Reply #7 on: June 07, 2011, 09:41:51 pm »
June 07, 2011, 09:41:51 pm
Attached meant to be underwater, previous water in film above, was considered to be too green and murky by client, none of the other Landscape water presets looked realistic for "clearish pond water".
 So I have now used a water texture by bringing up the edit materials menu and applying a water material with a few custom settings.
Problem is there is no water below the water surface, is there any way around this?

Gilson Antunes

    Reputation: 123
Re: Living villages
« Reply #8 on: June 07, 2011, 10:03:57 pm »
June 07, 2011, 10:03:57 pm
I understand that the only way around this is by making a fusion of two movies in post production.
Gilson Antunes
GTX 1080Ti / GTX Titan X / Win7 / (TM) i7-6700K CPU @ 4,00GHz / RAM 64Gb DDR-4 / SSD 1,5Tb

Gaieus

    Reputation: 44
Re: Living villages
« Reply #9 on: June 08, 2011, 12:37:56 am »
June 08, 2011, 12:37:56 am
What is that brown thing above?

Well, Simoni, if I am not mistaken, you are working with SketchUp, aren't you? So if you paint the back face of the water with the same material in SU as the front (guess top) face, it will render from below, too (without it it was just invisible for me). Here are two shots - one from above (with some tip about transparency) and one from below.
Gai...

Simoni

    Reputation: 24
Re: Living villages
« Reply #10 on: June 08, 2011, 11:09:42 am »
June 08, 2011, 11:09:42 am
Many thanks for that Gaieus but the effect I was after is of 3D water as attached, yes I am using Sketchup.
Gilson, yes, I think post production is the best way.

Gaieus

    Reputation: 44
Re: Living villages
« Reply #11 on: June 08, 2011, 01:38:23 pm »
June 08, 2011, 01:38:23 pm
Ah, I see. Lumion water is kind of "volumetric" and gives the nice caustics underwater, too.

Well, there have been feature requests to be able to further edit the Lumion water (and also terrain) materials (or ad custom ones). Hopefully it will make it to this SP 2 (I would also need it).
Gai...

Simoni

    Reputation: 24
Re: Living villages
« Reply #12 on: June 08, 2011, 03:57:46 pm »
June 08, 2011, 03:57:46 pm
The Lumion water presets from the landscape menu on the bottom left has the nice caustics and a volume effect, but if none of the presets suit, then you have to use the water option from the materials menu , its fairly customisable, but doesn't have the caustics and the volume effect.
Custom terrain materials would be great, and we also need smaller terrain brushes to make paths etc, currently minimum size is 2 metres.

EarthMover

    Reputation: 12
Re: Living villages
« Reply #13 on: June 08, 2011, 04:09:05 pm »
June 08, 2011, 04:09:05 pm
Very nice work.  Love the stone walls.  Any pointers on the night lighting effects?  I can't seem to get an emitter to cast any light on surrounding objects.

Gaieus

    Reputation: 44
Re: Living villages
« Reply #14 on: June 08, 2011, 05:31:31 pm »
June 08, 2011, 05:31:31 pm
...Custom terrain materials would be great, and we also need smaller terrain brushes to make paths etc, currently minimum size is 2 metres.
Yes, I sometimes find one terrain material useful in on set of colours while another one in another set. Mixing these would already be useful. But adding own materials (like a paved path for instance) would be the nicest.

The same - just some basic, custom colour variation in water...
Gai...