The model was rendered for the past five to six days and it only rendered for only seven seconds out of the ninety seconds long fly through video. There must be something wrong with the rendering setup or the properties within the artefact. I decided to terminate the rendering process and trying to find out why it is taking so long to render. After several attempts on changing the render setup but there was nothing wrong with it. Next, I reduced the resolution to a lower pixel but the result was not great.
Finally, I changed some of the lightings and shadowing setups and this was the problem as the programme has to calculate each frame’s light, shadow, distance and depth which causes a very long time in the rendering process. after removed and changed some of the lightings and retry to render the artefact again. The rendering time has improved significantly in terms of speed and time, however, the resolution has reduced slightly but it is acceptable.
Also, I have started developing the structure of the presentation but it is at the initial stage. The presentation is in relation to research and forefront inspiration, the artefact’s target audience, largely focus on reflection and evaluation of the artefact itself, learning outcomes of the course and how this can contribute to my career. However, it needs more refinement as well as that I have covered all of the main points which mentioned on the assignment brief.
The artefact rendering is still in progress which means there is nothing I can do for now. However, since I have finalised the scripts for the flythrough video and the voice over recording is near completion except I wanted to check the structure and proofreading the scripts for the last time before I am moving on to the next stage.
At the same time, I have also started the promotional video scripts and video structure. The scripts for both videos are very similar except one is focus on the artefact itself and the other one is focus the features, functions and why is it so interest for the audience to care about.
Today, I will continue working on the initial scripts for the fly through video and to continue to finalise the scripts even more while the model rendering is ongoing. Looking at the initial scripts there were not many in-depth details as I was wanted to note down the main points where I want to highlight and expand upon those points. I have added more details and made a few corrections to the initial scripts.
However, I will be spending some time to proof read the scripts before record the statement. Also, will be keeping an eye on the rendering process to ensure that the situation is running as smoothly as possible.
To render the fly through animation, I have setup three cameras which capture a different perspective of the model and I have decided to render each camera as an individual video instead of using batch render which means that the video will be rendered in three sequences. The reason being as I wanted to render each sequence separately is because in case if there are any errors during the rendering process and it can have a huge impact.
Therefore, if the video was rendered in different sequences which will produce three videos and I can combine them in Premiere Pro, and if one video has an issue I can just render that particular video again in 3ds Max. The three cameras animation setup seems it will take four days to render and at the mean time, I will be developing the initial scripts for the fly through video.
Today, I will be working on the fly through animation video which will be created in 3ds Max as it will be less hassle and save frame times as everything will be developed in one place. After the previous experimentation and it is very helpful in terms of how to plan each camera’s position and location, as I am planning to use three cameras to capture the aesthetics of the artefact in different camera angles.
Also, once the fly through video is done rendering, then I will import it into Premiere Pro where I can perform video editing as well as adding my voice over scripts into the video where I explain the artefact’s features and characterises. However, the rendering process could take a long period of time, I will be using this time to write the initial scripts.
I started working on the lighting and shadowing to see how different types of lights are affecting the model in a different way before and after rendering the model as a 2D image. I decided to experience the first before I apply to the final artefact, as I wanted the final model to have completed lighting and shadowing effects so I can begin the fly through, a tour of the artefact.
I have been tried with three different type of lights such as target spot, skylight and Omni light. Target spot is also known as “Photometric” that has a target sub-object which can be used to aim the light. A skylight as its name suggested which acts as a daylight and it set the colour of the sky or assign it a map. Lastly, Omni light casts rays in all directions from a single source as it is useful for adding fill lighting or can be used to simulating point source lights.
Today, I will continue working to apply more textures which I have created in Photoshop. Will be applying textures onto the upper body of the building to see how it how it looks like. Also, working on how the material mapping system works as some of the textures still do not look quite right.
As suggested during the individual meeting I will be going through some of the online tutorials in relation to seamless repeat to try it can solve the problem occurred in some of the textures in Photoshop. I will be using the trial and error method in the artefact until it is what I feel is what I expected to be.
Started to apply some of the textures to see how it look and feel was like. The texture on the artefact gives a cartoon feel but after the model was rendered in a 2D image, the look has improved slightly but could be better. The metal and the dark mental looks very nice on the sky bridges support arms as it shows the kind of textures you would find in the modern skyscrapers.
On the other hand, I need to understand how the material mapping system works as I am still unsure how it works or maybe I could improve the existing textures by changing some of the parameters and colour strength.
Now that the organic textures have been removed which means I can continue inspecting each individual section such as windows, doors, rooftop antenna, sky bridges and overall appearance are near completion as well as fixing any modelling issues may discover.
I discovered that the sky bridges are not connected seamlessly, this is because the bridge was created one side and extend to the other side which causes the connection to the other tower not attached properly. Therefore, I had to recreate the sky bridges as the twin tower floor was not connected perfectly and therefore it requires to be connected in halfway to enable both bridges to be line-up properly. Now that the modelling stage is completed as all of the components are in place for now.
Had to remove the organic ploys material as that was the main issue after all. This is why the computer is very lagging due to the fact that the organic ploys are complex and it will take a lot of RAM and calculations such as light, shadow and depth. Now I discovered that is the main problem and I have to remove it and use texture developed in Photoshop instead of developing the organic materials in 3ds Max.
As I mentioned in the previous post, I have carried out a number of tests in a number of programmes to see how it was affected by the organic materials. After the organic materials were removed the model has improved tremendously in terms of frames per second, programme latency and calculation speed.