Mon, Jul 8, 2:35 PM CDT

Shattered Skies 2

Mojoworld Abstract posted on Apr 29, 2022
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Description


Was having fun with isosurfaces. The rendering time on volumetrics is absurd. I managed to optimize this one to only take a day to render! I'm so proud of myself 😁 This may be the last thing I upload for a hot minute. I'm going out of state to Virginia for a bit

Comments (8)


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brain1969

1:01AM | Sat, 30 April 2022

amazing work

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prutzworks

2:39AM | Sat, 30 April 2022

volumetriics is not my favo, long rendertimes and the RTL sucks

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jimmysparks

10:00AM | Sat, 30 April 2022

You may already know this but never use a render setting above AA=2 for Volumetrics...

LillyXen

10:23AM | Sun, 01 May 2022

I'll keep this in mind, thanks!

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aktati

6:47AM | Sun, 01 May 2022

Great fun !

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woz2002

11:55AM | Sun, 01 May 2022

I render final Vol works on AA3 GD3......buyt often do in dev shots as AA2 800 x 320 snippets of areas Im interested in. Lots of elements can add to long rendertimes in Vol...Complexity of the shape is one of them and visible distance another. Som eof my vol works render in 1 hr to 4 days :( Dont tile render in Vol....it doesn't like it!

LillyXen

3:03PM | Sun, 01 May 2022

Sounds like I've been pretty smart with it then. I've also always done my renders in a similar way too. Though I'm sure I've had the AA up too high (especially with volumetrics). Won't be able to check until I'm home though.

The first volumetric render I did when I was first learning how to use it used the sky from a planet someone else made. That planet took over a week and a half to render a 1440p image (I used to make all of my renders in 1440p before I started using volumetrics and switched to 1080p). I can't fathom how long it must've taken on the hardware of the era that planet was made in to render a final image. I'm sure in a perfect universe somewhere we have a gpu accelerated or multithreaded mojoworld that doesn't take weeks to render volumetric scenes 😆

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jimmysparks

8:30PM | Sun, 01 May 2022

It's really a question of whether the render is all-Volumetrics or mixed MJW/Volumetrics.

Try a small test render of 100% Volumetrics at AA = 2 and the same render at AA = 3. See if you can detect much difference between the two. Also note the render times.

I usually use AA = 3 for mixed renders.

LillyXen

1:47AM | Mon, 02 May 2022

Most of mine are mixed. The problem I usually have with making mixed ones is with water though. Having regular mojoworld water seems to literally multiply the render time (my inferencing skills say thats due to reflections). Normally what I'll do is make an isosurface as an ocean to combat that, though that still comes with its own downfalls.

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jimmysparks

3:00PM | Mon, 02 May 2022

Enabling 'Reflections' in the render settings turns ray tracing on, creating long render times but usually not adding much to the aesthetic quality of the render.

You seem to have a technical bent but I'm not the person to explain technical issues like anti-aliasing in Volumetrics, which does employ ray tracing. AnneCHPostma and calyxa are the active user forum members that understand such topics well.

I do know that limiting the number of sample points is important in Volumetrics, both by using upper and lower Altitude parameters and by minimizing distance from the target sample point set by the AA grid resolution.

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woz2002

11:17AM | Tue, 03 May 2022

Refelections in Vol are fine..look at Reflecta in FreeStuff its Volumetric Reflective surfaces. Sineworld by Alex Niko also uses reflections i the materials and theres the Clouds Over Oceans that Dmy released with Volumetrics. Its the crossover between Mojo srd and Vol as Std water reflects Volumetric elements and they are effectivley 2 different rendering engines. Calculate X in Vol,, Pass to Std,, map as Reflection = Time as the reflection is taking much longer to process. You can have Volumetric water..its just has no transparency.. Great for making Oceans of OIL or other heavily viscous substances...LOL :)


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