C
Captain Epic
Guest
Wow, this looks incredible!
Keep up the great work.
Really? :-[ I simply forgot to do it, how did I miss that? Shame on me for blundering that badly, that was quite the derp moment.You need to talk to the old fat guy in front of the honeybee to start the quest.
1. When I was working on getting the layers right with Palmer and testing them in game, I was using 5x5 resolution renders (When you tried these files, did you try those from the repo or those open to everyone?). It still needed quite a bit of tayloring with gimp to cut them out properly and have them not glitch, because of the cuts you have no control over.1.) Looks good. Ingame layers work and animation is good. I saw no glitches whatsoever.
Edit: After seeing it ingame it is probably the easiest way to just rerender it at higher settings and leave the work to the computer.
(2.) Obsoloete : Why not render the water flow seperately in Internal and just comp it together? I dont think it is worth rendering a real animation of that anyway given the choppy nature of embedded frames in game. I mean I am all for quality but what you try to do seems just not worth the time and energy ( and to think you would have to do this again in case you have to alter something ....))
3.) I dont know how long this took you to render but the "noise-free" renders from Mideel took me 15 minutes and 45minutes in 4x4 resolution on my computer for a single frame with no layers. Doing them on a 2600k would probably have taken 8 times as long. But they were not really optimised for speed anyway.
4.) IF you decide to do the water in internal, you no seem to no longer have any transparent object in the scene. You can then set transmission and transparency bounces to 0 to begin with. And set the min and max bounes to the same value like 2 and see what happens.
5.) How is this scene lit? I guess it is just two lights. But did you stick them inside the lamp objects? If so, that is likely to be a sure contributor to noise.
In the above version, the big "fill" light makes it very easy to have a noise-free image. It took only 50 samples, so I suppose it's doing pretty good. With dimmer light (as in the final version) I'll really need to ramp up the number of samples.3.) You must know this is dependant on your scene and especially your lighting setup and cannot be generalised. Materials also come into play but I am 99% sure that they wont be a problem in your scene as everything seems more or less noisy to same amount of degree. But Itmin 2 resulted took 750 samples to converge. Itmin 1 lighting was worse and it took 1000 samples and I had to render at twice the res to get rid of persisting noise. This helps if you have bad lighting it it never converges. Render twice res and scale down. But to give a number, most people would argue that even 1000 is overkill and should already be very smooth. 5000 is just killing it - especially for animation.
4.) How many samples did the version posted above version have ? If it is in double digits range then I guess you have optimised it reasonably well.
Thanks for the info. I'm guessing it would be too much pain to go through such an endeavor given the benefits we would get from it. Anyway, it will take us so long to make all the scenes that maybe somebody will show up with an alternate game engine that could handle these fields as 3d environmentsIt's certainly possible to change up all of the tiling, animations and what-have-you and it would even be possible to create an automatic tool that spits out a suitable set of tiles from a render, its depth buffer and a walkmesh. It is a huge undertaking though and in the end all you get is a tool that modifies a horribly outdated format designed for the PSX and shoe-horned into 90's PCs. It's probably easier to change how the game renders field scenes.
I didn't think that could be a bother. I'll keep the can, just change the color of its side.I would remove that red can in the lower left because it totally looks like a red materia if you dont zoom in.
But the layers work perfectly even in the hires version.