Author Topic: [HD Remake] Midgar sewers  (Read 38808 times)

Mayo Master

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Re: [HD Remake] Midgar sewers
« Reply #50 on: 2013-10-17 05:00:20 »
Small update on my part: after quite a lot of tinkering, my fluid simulation is done. Yay! The damn thing needed max resolution and 1500 frames to calculate!
So I'll start the renders in a bit, I'll update that as they're done. They're going to take ages, since I'll need a huge amount of samples for a 2560 x 2080 picture  :P

KnifeTheSky77

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Re: [HD Remake] Midgar sewers
« Reply #51 on: 2013-10-17 17:04:40 »
I can't wait to see the glorious HD render.  ;D I had absolutely no concept of render time or 3d modelling before I started following this thread
so bear with me here. How many samples do you think the scene you are rendering will need and how
long exactly does it take to go from model to render in this case?

Mayo Master

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Re: [HD Remake] Midgar sewers
« Reply #52 on: 2013-10-17 23:49:14 »
I've started rendering the animation frames of the sewage flow, and so far it's nowhere near as bad as I expected. It takes less than 8 hours to render a frame (but it's just the sewage flow being rendered there). The whole picture (which makes the base layer) will take much longer to render - probably 2 to 3 days. I'm using 3000 samples. Usually that number is overkill, but in my case it is necessary because a/more samples are needed when you have materials using "glass" type of shaders (and the sewage flow is just like that) b/ more samples are needed in scenes where the light is dim. My case is a happy combination of both situations. After 3000 samples, I don't even have a noiseless image of the flow, but in our case it won't be really noticeable because it'll be animated.

Cyberman

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Re: [HD Remake] Midgar sewers
« Reply #53 on: 2013-10-18 23:19:09 »
Small update on my part: after quite a lot of tinkering, my fluid simulation is done. Yay! The damn thing needed max resolution and 1500 frames to calculate!
So I'll start the renders in a bit, I'll update that as they're done. They're going to take ages, since I'll need a huge amount of samples for a 2560 x 2080 picture  :P
LOL I remember my ray tracing experimentation and waiting a week just to see the output. Resolution was much lower, and these days I have 4-cores so the render happens a LOT faster.  Still a few days sounds about right. OpenCL implementations make it easier to do a pipelined method of tracing and rendering, unfortunately I'm not sure blender has support for OpenCL in windows or linux.

Cyb

Cyb

Mayo Master

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Re: [HD Remake] Midgar sewers
« Reply #54 on: 2013-10-24 14:17:44 »
Small progress update: I have to redo my renders because the main scene has been eventually rendered with a lot of "fireflies" (the  glass bottles were riddled with them). I found some good setting to eliminate them, however it changes the lighting of the scene a tiny bit, so it's best I re-render the other frames (those of the sewage flow). It shouldn't take too long however. Then I'll have to arrange the layers. It should be all finished in the course of next week.

Mayo Master

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Re: [HD Remake] Midgar sewers
« Reply #55 on: 2013-10-26 17:17:53 »
Update: HD render of colne_b1. I'm currently re-rendering the animation frames of the sewage flow, I'll also have to render a couple of extra layers and compile them in Palmer before making the scene playable in game. I removed the fireflies by setting a "Clamp" value to 2.
Enjoy!


Mayo Master

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Re: [HD Remake] Midgar sewers
« Reply #56 on: 2013-11-07 02:04:51 »
Hi folks,

After some delays (work going insane, Windows 8 making a crash of doom, mostly), I finally managed to complete my works on colne_b1. It's layered and ready to go, ending up being 6 images (each being 1280 x 1280). The files are uploaded in the Final versions repository, under /Field Scenes/colne_b1/.
For people who don't have access to the repo, I've uploaded a 50% size version open to everyone, if there are other people willing to try it out.
http://imageshack.us/a/img10/2781/jedj.png has to be renamed colne_b1_00_00.
http://imageshack.us/a/img6/526/4llx.png has to be renamed colne_b1_01_00.
http://imageshack.us/a/img811/9743/2h8s.png has to be renamed colne_b1_02_00.
http://imageshack.us/a/img24/149/tijq.png has to be renamed colne_b1_03_00.
http://imageshack.us/a/img855/656/vkt1.png has to be renamed colne_b1_04_00.
http://imageshack.us/a/img822/7060/axa8.png has to be renamed colne_b1_05_00.
These images simply need to be placed in /mods/<modpath>/field/colne_b1/ within your Final Fantasy VII directory.

Please enjoy.

Mayo Master

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Re: [HD Remake] Midgar sewers
« Reply #57 on: 2013-11-09 00:11:38 »
sl1982 agreed that I should go ahead and release the HD scenes, so here they are:
http://www.mediafire.com/download/y2l2pe3t827e5yy/Sewer_fields.7z
Enjoy!

Mayo Master

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Re: [HD Remake] Midgar sewers
« Reply #58 on: 2013-11-28 14:25:59 »
Hi folks,

Very small progress update on my part: my actual work has become completely insane and I have very little time left with enough brain capability to work on Blender these days. I expect the situation to last until Xmas. I should be able to get actively back to 3d modelling during the holidays.
I spent what I could on the main Sector 5 field screen (not much, but that's the best that could be done):

LeonhartGR

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Re: [HD Remake] Midgar sewers
« Reply #59 on: 2013-11-29 00:13:30 »
Keep it up mate! Looking forward for X-mas.