Wednesday, August 17, 2011

Day 64

Today, the dust render which I set up last night took so so long on a single computer. I guess that I had to use the render farm but till now, I still do not know why my files keep failing on the farm. Anyway, I tried tweaking the dust to optimise as much as I can. I made the size of the sprites smaller and also the particles birth rates. Hopefully it would speed things up.

I then asked Tanner if he happened to know why my files keep failing. He told me that everything that I submit onto the farm cannot have any spaces in them at all. God, my files all have spaces. I fixed them all up and threw it into the farm, and guess what? It worked perfectly.

I then moved on to my very troubling terrain. I passed Mr Steven the files that he requested from me. While I was waiting for his reply, I went ahead and did some render test for my passes. My plan was to have 3 passes, diffuse,specular and shadow. However, I couldn't get my passes to work. I then consulted Zack and he told me that as I was using a lighting model node at the end to color the shader. Lighting model node doesn't have the variables needed to rendered out the extra passes/image plane. He also told me that usually, surface model is used instead.

He then asked Charles to see if he knew something about it. Charles then helped me build both the specular and the diffuse from scratch, using a illumination loop. He made use of some complex mathematics and thinking.

It took him quite awhile before it got to somehow work. After that, I was thinking, why don't I just switch the lighting model node to a surface model node? It should work right?

After doing some test, I realised that it worked perfectly. Perfect.

Mr Steven then came back with a reply. He told me that he did a test on his own with my files and he didn't get the same problem which I had at all. But he advised me that for now, just get all the renders out first.

Anyway, just to make sure that my dust is working fine, I did a test render of the terrain at super low resolution and did a quick composite. Luckily the matte of the terrain which I rendered on the dust matched the terrain which I render.



I also set up the terrain render of both the cameras for the terrain.

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