Epic Pumpkins 2020 Challenge WIP thread – Werewolf Pete

Forum Archive Epic Pumpkins 2020 Challenge WIP thread – Werewolf Pete

Viewing 11 posts - 16 through 26 (of 26 total)
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  • #60568
    Ingmar Franz
    Participant

      Since I won’t be able to render all 150 frames in time, here a quick “Viewport Rendered Animation” as “Animated Gif”:

      #60569
      Ingmar Franz
      Participant

        With four times the resolution for the “Smoke Domain” and more bones being pushed away, I get this result:

        #60570
        Ingmar Franz
        Participant

          Frame 109 rendered:

          Render Time: 21 Minutes 17.08 Seconds.

          Still too much “Motion Blur”.

          And as “Viewport Rendering”:

          #60571
          Shawn Blanch
          Participant

            Totally explosive Ingmar! Nice work!

            #60572
            Ingmar Franz
            Participant

              Thanks, @blanchsb 😀! 

              This will take days to render it out 😉.

              #60573
              Shawn Blanch
              Participant

                Geez. Good luck my friend!

                #60574
                Ingmar Franz
                Participant

                  I only have my “Predator Helios 300” for this 😉😁!

                  #60575
                  Karen Trevino
                  Participant

                    Great job Ingmar!

                    #60576
                    Ingmar Franz
                    Participant

                      Thank you, Karen😀!

                      #60577
                      Ingmar Franz
                      Participant

                        Just thinking about how to get a better “Terrain Shockwave” using a texture for controling the smoke or fire emitting particles:

                        This already older video from 2016 with the title “Blender 2.7* Particles From Textures (It’s Complicated)” helped me to set this up. The “Influence” of the texture has to be set to “Lifetime” in order to make it work with a “Movie Texture”. The only drawback is that you have to set the number of particles much higher than the number of particles that are displayed in the end. The “Wave Texture” was created by rendering a plane with “Wave Modifier” and “Emission Shader” in “Orthographic View” and using “View Distance” (“View Z Depth” would work, too) from the “Camera Data Node” in combination with a “Math Node” (set to “Subtract”) and an “Invert Node” as input for the “Emission Shader’s” “Color Input Socket”:

                        #60578
                        Ingmar Franz
                        Participant

                          Another technique using “Shrinkwrapped Face Loops”, “Animated Shapekeys” and the “Push Transformation”:

                        Viewing 11 posts - 16 through 26 (of 26 total)
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