stuckon3d (5/15/2010)
Excellent job Guy, you do have some fantastic skills man, but you do realize that 95 % of the people here will not be able to do that, right? There are way too many complex techniques here that must be acquire with experience. From creating the compositing layers, to the remapping of uvs, to the baking, etc, etc, etc...
It is great that you are trying to use iclone as your rendering platform for making the layers, and the 2d/3d pros will see this as an advantage in some situations. I also believe you are correct about the antialiasing issue, at render time they should use a better algorithms to avoid the crawling semihorizontal artifacts. This is great experimentation. Thanks for sharing your findings.
sincerely,
Stuckon3dHey Cris,
Yes I understand it's a bit complex for the average hobbyist, but my concern here is how to overcome some iClone limitations ( regarding rendering here ) by using known production technics, to see if, ultimately, iClone can be used for what I intend to do.
If I hit a wall, a hard limitation, and then there is no workaround or upgrade from Reallusion, then I'll find another software/solution, simple as that.
I want to see if, technicaly - and I insist on the technical side here, I'm not speaking about artistical results - a certain level of quality can be achieved for the result to be considered by the main stream audience ( tv, movie, web-serie, etc.. ) as 'acceptable'.
The Machinima community is very tolerant regarding the technical quality of the result ( rendering, animation, .. ), the main stream audience is not, believe me.
So, if this goal can be achieved, then a all new world of ( indy ) entertainment can be opened, with commercial results ( albeit the goal here is not to create machinima to make money, but to make money to be able to create machinima movies, series, etc.. on a higher level ).
I believe there are some hobbyists here who ultimately share the idea of a professional development of their work, and dream to, or want to become professional directors/writers/animators/etc.. And machinima is certainly a good start to expose your talent as such.
On my side it's a bit different as I'm already a professional, what I'm trying to do is to find the right platform/pipeline/workflow to be able to propose, to the professional community, an alternative way to create 3d animation series, movies, etc.. I've also worked in the movie industry on set, and my ultimate goal is to bring back the on set 'magic' into the 3d animation world with a certain approach of realtime animation, wich is a bit what iClone propose in its 'Director' mode, but need to be opened with a SDK or scripting ( like Daz did ) in order to include procedural animation rather than being purely based on mocap or predefined animations.
So far, the only 'hard limit' or 'wall' or 'showstopper' if you want I've found with iClone are :
- the impossibility to keyframe smooth animation ( due to the lack of smooth key interpolation, only linear and the ease in/out modes are available ). I sincerely hope they will fix this because this is totaly unacceptable for any animation software.
- the need of a SDK/Scripting to deal with procedural animation ( crossing fingers.. ).
Regarding the rendering side, I'm pretty confident it's possible to get the needed quality results and that's what I'm experimenting with those tests.
On a side note, regarding the anti-aliasing problems I get in the animation : there are also some flickering, not due to aliasing problems but to modeling problems( sorry StoneMason.. ). In the UrbanFuture3 set, there are a lot of overlapping polygons that create flicking artifacts when the camera move, so I have to fix those polygons. For the antialiasing, there is still another possibility wich is an old trick too : rendering 4x time the size of the image then scale down after rendering. I did not tested this yet, but I will. Obviously, a native 'enhanced' anti-aliasing mode would be preferable ( StudioGPU is doing this without any problem ), but this is not a showstopper per say though.
So far on the rendering side, I'm quite happy with the possibilities, and the hints you gave about SSAO and layers show promises. The next step for me is to test this multi-passes rendering approach with characters.
Cheers,
Guy.
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guy rabiller | GOETZIWOOD STUDIOS
"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.