- Nov 27, 2019
- 1,197
- 6,206
Well, it's getting insane now. The prologue sets up the backstory and the "justifications" for the actions that happen in the world, such as demon attacks, village/city services (bars, bathouses, farms and stables, etc), and magic. The story itself can be as rich as you want it to be. Beautiful histories, deeply involved stories, white-knuckle action.
The problem comes down to size. Alot of my story involves large set pieces. And as such, can be impossible to render in the time needed. For example: My opening battlefield shot only needs a "dolly" shot, i.e. fly-through camera. At 30 frames per second for 15 seconds, it would take 6.9 days to render 450 frames @ FullHD 1920x1080 with my current rig (which is still an excellent rig though). I dropped to 10 seconds for 300 frames @ HD 720, but the render time was still 2.6 days. All of this was AFTER scene optimization processes. I simply had too many assets in the scene. 30 G8M in battle worn (w/ blood overlays) and bellowtalon armor sets, large medieval lands environment, ground mist, HDRI skies, and spurting blood effects. I had to "settle" for still image renders, which took almost 2 hours of rendering each (I've rendered 10 shots from this opening scene).
The next set piece I'm working on now is the "hellgate" portal scene. Using the Highlands environment w/ HDRI render settings, props from the High Mountain Portal, and more HDRI ground mist. I wanted to make the mist appear from the portal, but there is a hard border around it. So I used it to my advantage and just scale the Y axis to appear as a light-beam/spotlight and gave it a red hue. I like how it turned out. But now the other problem comes from distance. The set was designed for panoramic and landscape shots, not for extreme close-ups. And any G8M asset merged into the scene is really, really small. (example below) I added some grass (but not very well) to give it some texture. I need to learn how to use materials and shaders now. And find a way to show a lava explosion aftermath. (Edit: The red portal image has a scaled-up Behemoth character stepping out of it. That's how big I made it.)
Set pieces that still need to be made:
Hometown completion, castle and capitol city, training camp, demon camp/fortress (ch 3/4), about a dozen or so interiors, and another battlefield that will be used around ch 3. After that, I can start actually making the characters. I need to remake pretty much all of them.
GrayTShirt
The problem comes down to size. Alot of my story involves large set pieces. And as such, can be impossible to render in the time needed. For example: My opening battlefield shot only needs a "dolly" shot, i.e. fly-through camera. At 30 frames per second for 15 seconds, it would take 6.9 days to render 450 frames @ FullHD 1920x1080 with my current rig (which is still an excellent rig though). I dropped to 10 seconds for 300 frames @ HD 720, but the render time was still 2.6 days. All of this was AFTER scene optimization processes. I simply had too many assets in the scene. 30 G8M in battle worn (w/ blood overlays) and bellowtalon armor sets, large medieval lands environment, ground mist, HDRI skies, and spurting blood effects. I had to "settle" for still image renders, which took almost 2 hours of rendering each (I've rendered 10 shots from this opening scene).
The next set piece I'm working on now is the "hellgate" portal scene. Using the Highlands environment w/ HDRI render settings, props from the High Mountain Portal, and more HDRI ground mist. I wanted to make the mist appear from the portal, but there is a hard border around it. So I used it to my advantage and just scale the Y axis to appear as a light-beam/spotlight and gave it a red hue. I like how it turned out. But now the other problem comes from distance. The set was designed for panoramic and landscape shots, not for extreme close-ups. And any G8M asset merged into the scene is really, really small. (example below) I added some grass (but not very well) to give it some texture. I need to learn how to use materials and shaders now. And find a way to show a lava explosion aftermath. (Edit: The red portal image has a scaled-up Behemoth character stepping out of it. That's how big I made it.)
Set pieces that still need to be made:
Hometown completion, castle and capitol city, training camp, demon camp/fortress (ch 3/4), about a dozen or so interiors, and another battlefield that will be used around ch 3. After that, I can start actually making the characters. I need to remake pretty much all of them.
GrayTShirt