New explosion references I found for the project:
Javelin Missile In Action
http://www.youtube.com/watch?v=x6_JpPvWCAQ&feature=related
Hellfire Missile
http://www.youtube.com/watch?v=aU1ukWWOFqg
Tomahawk Missile Variants
http://www.youtube.com/watch?v=19XXTArAGaM
'NATO' missile strike caught on video, Libya rebels targeted
http://www.youtube.com/watch?v=KKtuegVouaI
Terrifying Air Strike in Brega Libya
http://www.youtube.com/watch?v=pK7dT0wO4CM&feature=related
North American F86D Sabre Dog bombed with napalm
http://www.youtube.com/watch?v=IJzb2xysvtg&feature=fvwrel
Republic F-105 Thunderchief guns down QF-80 Drone
http://www.youtube.com/watch?v=MKxz4koY9RE&feature=relmfu
Rocket Explosion
http://www.youtube.com/watch?v=gL1xUWgBlFw
Nuclear Underground Detonation
http://www.youtube.com/watch?v=ca4D0-s8OsI&feature=related
I've starting doing some shader building tests.
The batch render I mentioned in the previous post is still going on as it crashed at frame 480 in the middle of the night.
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Right now I'm playing around with the lighting setup of the scene.
That's when I realized I might need to add in ambient occlusion after much test renders and observations of the shadows on the apache
Also I might need to tweak the amount of xform time samples, increasing the "roundness" of the motion blurred propellers. I've already set the value to 25 but it seems like it's not really enough.
Okay looks like when I enable the sprite particles under these lighting settings they become over-exposed.
Looks like some plans have been changed due to that. I'll finalize the overall lighting by this week before I tweak and edit particles and simulations.
In other words I won't touch any particles or simulation effects until next week when my lighting is done.
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Okay now for the rendering of the terrain. So far the renders seem to be looking good but the terrain hasn't reached the realistic stage yet.
Now I shall continue doing more test lightings and textures while I'm waiting for the work station to finish batch rendering my test sequence.
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