Blender 3D AO + Physics Sim Eye Candy


https://i.ytimg.com/vi/mXlF4VsXuP4/hqdefault.jpg



this is a demo baked to IPOs from game engine. There are serious collision detection issues I’m working on, obviously all the floating objects. Any help/comments appreciated. The Ambiant Occlusion was rendered shadows only. five minutes to bake, 15 hours to render at 1024×768.

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43 responses to “Blender 3D AO + Physics Sim Eye Candy”

  1. The physics engine puts the output into keyframes, which are then used in the final animation. That way the physics isn't re-calculated every time you render it.

    Quicktime is horrible, don't use it.

  2. well just use the cemera in blender to recor all the shots you want in the buttons window click on render or press f10 then to the right you see it says jpeg in a little box. click that and go to quicktime. to the left click on the top folder and select where you want it to put the rendered clip i suggest making a folder in you documents for it. then just render each clip and put them all together in windows movie meaker or something

  3. Look, I own Maya, 3d studio max, C4d and Blender. I know how to use them all and I'll tell you, Blender is free because it isn't very good. Yes, it may be able to perform simple task but that's it. Could you make a full CGI movie using only Blender? No. Could you using any of the other programs I said? Yes.
    If you want to be good at this stuff, use the proper programs. Blender is a baby. C4d, 3DSM, Maya are fully grown adults.

  4. The particle/physics/geometry/detail/lightning of this scene is much more precise like in most 3D non-game animations. Physics and graphics in games are made for speed, not detail so they render much faster

  5. dude wow blenders renderer is too slow say what 15 hours thats a shocker damn thats a freakin nightmare pc cpu rendering at 90-100 percent for 15 hour straight scary shit (but hay at least its free)

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