
I worked a model of Zen's Joshua for about a week and a half.
Face markings, worked the teeth, roughed the collar and some brow emotes, fur and lamp tweaks, as always. Extreme closeups require extreme fur coverage, and though I've improved it a little from this unconscionable-for-animation 11min/fr, closeups are still terribly rough on the i7. I wonder what hardware the pro studios use the render ... should have gotten an MP mobo rather than a three-video-slot.
Face markings, worked the teeth, roughed the collar and some brow emotes, fur and lamp tweaks, as always. Extreme closeups require extreme fur coverage, and though I've improved it a little from this unconscionable-for-animation 11min/fr, closeups are still terribly rough on the i7. I wonder what hardware the pro studios use the render ... should have gotten an MP mobo rather than a three-video-slot.
Category All / All
Species Tiger
Size 1280 x 720px
File Size 88.4 kB
looking forward for the final output! keep up the good work! can i ask the parameters of your particle system? specially the fine ones, having trouble rendering on it, there are some sort undesirable white spots in some area when working on it xD, does lighting will do on it?
Oh man, big question. I've worked a few fur systems, and I've found that each time I learned a lot by "fighting the system." You really have to practice to learn what ALL the properties do, technically and visually. Getting the fur looking the way I wanted involved manipulating almost every material and particle property. And then it changes how it looks when you comb it differently, it changes how it looks when you light it differently, it changes again when you throw 4gb of deep shadow maps at it (which requires its own set of tweaks), and THEN you work the composite. I recommend that you study references, specifically the fur systems in the open production files from Big Buck Bunny (though things have changed a little in Blender since then).
About the undesirable white spots, the solution depends on the problem, and that symptom isn't specific enough to diagnose the cause. How do they appear? Like this? http://www.furaffinity.net/view/7066471/ That particular issue shown there is uneven specular reflection caused by the parent particles being insufficiently collinear, which was solved with smoothing them in particle edit mode.
I cut you off a swatch of fur from the body so you could check out the material and particle properties! The face, hair, tail, eyebrows, and eyelashes all have completely different settings, depending on the desired look.
http://www.pasteall.org/blend/10431
Remember that rendering a full character with fur like that and the shadowbuffers to make it look great will cost several gb of RAM. I couldn't do anything but render when I had 8gb installed.
About the undesirable white spots, the solution depends on the problem, and that symptom isn't specific enough to diagnose the cause. How do they appear? Like this? http://www.furaffinity.net/view/7066471/ That particular issue shown there is uneven specular reflection caused by the parent particles being insufficiently collinear, which was solved with smoothing them in particle edit mode.
I cut you off a swatch of fur from the body so you could check out the material and particle properties! The face, hair, tail, eyebrows, and eyelashes all have completely different settings, depending on the desired look.
http://www.pasteall.org/blend/10431
Remember that rendering a full character with fur like that and the shadowbuffers to make it look great will cost several gb of RAM. I couldn't do anything but render when I had 8gb installed.
Thank you for sharing, i'll keep studying on this,last time I downloaded the Big-Buck Bunny productions, and review it a little bit, and I found out that RAM is the major issue, i just got 4G Ram installed, causes my unit to peep~ A ~ Lot, http://www.furaffinity.net/view/7066471/ I usually encounter this one when when there is amount of AO/In-direct lighting, and try to resolve the problem by experimenting a little lighting/Gauss amounts of lamp, still it didn't work. still RAM is the answer, Thanks anyways, do you think there are more procedures to make a simple fur with good quality? which does not consume too much memory? I'm still looking for alternative way to make a simple and a good quality fur which will work properly on a 4GB or RAM unit.
The last time I checked (almost a year ago?), Blender fur isn't very compatible with Ambient Occlusion and Global Illumination. Those algorithms (like raytraced shadows) are raytraced effects, which don't take into account Strand-type particles, which is a particle option that reduces RAM requirements significantly. It wouldn't be possible to render Joshua with non-Strand particles on my system, and even if I could, computing the AO or GI would take too much time with that much geometry. As far as I've noticed, fur has to be lighted with a buffered shadow map -- Blender's classic-halfway looks good, Deep looks better but takes more RAM. And so for fur, your bottleneck will be how much RAM you can dedicate to the shadow maps. (In my experience.) So settings matter a lot -- it's practice to know how to tweak it to get the look you want without blindly adding more fur particles or increasing shadow map resolution.
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