Wednesday, March 18, 2015

Day 10 - Non-GUI Rendering & Camera Objects

Non-GUI Rendering

In the non-gui rendering tutorial, I've learned more about the mantra functions.


Mantra>Render>Objects>Force Objects
Object will be rendered regardless if the visability tab is on or off.
However, if at the geometry level, "Renderable" tick is off, the force object will be off too.


I've also learn how to add an extra image plane and use it for rendering.


Camera Objects

I proceed to the last module tutorial for first step - light,shader & render. For the last one, I learned more about the camera and rendering functions. But mainly I'm trying out depth of field and motion blur. So for the first exercise, I tried out how to create the depth of field using camera functions. I remembered that I was being taught in the previous tutorial so this one was to refresh my memory about it too. I set up the scene first.


I tried out with the camera functions by adjusting the shutter time and focus distance.


However, for the first attempt, the depth of field was too over and it blur out everything.
After that, I adjusted the focus distance.


But all of my sphere still look very sharp, this is also because I did not on the "Enable depth of field" at the mantra>properties>sampling. After I've on, the depth of field started to show up.


Depth of field, if the first ball is supposed to blur out but it seems very pixelated, we can go to mantra>properties>pixel sample and increase it.
Another better solution > we can go and increase the motion factor to fasten the rendering time.

I went on to do the aeroplane propeller example. Firstly, my camera setting was set to default so the quality that was rendered out won't be that good.


I can go to the mantra sampling to adjust the quality before proceeding back.


Back to camera, adjusting the shutter time.



Exploring the camera functions:
Shutter time> the higher the shutter, it will make the moving object even blur
How to get a cleaner & higher quality of render for the aeroplane?
Increase pixel samples, Xform time samples, motion factor


By increasing the shutter time above 1, we can create this kind of effect for the propeller too.


I went to try adding a trail node and it gives me this results which was quite cool.


Next, in order to be able to control the motion blur and sampling even more efficiently, we can add in controllers at the parameter interface.


I've also learned that we must always do the blur at "obj" level so that it will be more accurate.

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