Freschrenders - Judgement Day (Part 3) - Work in Progress #9
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Freschrenders - Judgement Day (Part 3) - Work in Progress #8
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That's it folks! All of the rendering for part 3 is FINALLY done after almost 3 months of work. This was by far the most challenging set of shots I've ever had the pleasure of working on and I couldn't be more proud of the results I've achieved.
Rendering the EarthIt's no secret that the Earth is gargantuan for us, but not for Legacy! The big challenge for this shot was rendering a version of earth that looked close to real while also allowing for Legacy's more stylized look to fit in.
I used a few techniques for stable viewport performance. The first thing I made sure to do was delete any unnecessary geometry that wouldn't be seen by the camera. This was for optimized rendering when adaptive subdivision gets enabled.
And speaking of adaptive subdivision, that's the most important piece of the puzzle for this shot. Adaptive subdivision automatically subdivides a mesh based on some set parameters that allow for something called render time displacement. This means that geometry is ONLY added during render time, increasing overall viewport performance while allowing for details in the render to shine through. Below is with adaptive subdivision off.
And here's with it on. Note the extra geometry and mountains that appear.
Other important elements of the earth include the cloud cover and atmosphere. A few major updates ago Blender added the ability to use different scattering algorithms with volumetrics. If you're trying to make the Earth yourself, I highly recommend using the "Rayleigh" scattering method. This mimics proper atmospheric scattering and is best for distant fog. Here's my node setup.
The clouds, on the other hand, are a bit different. I considered using volumetrics for these but I realized that would degrade performance to an unreasonable level. Instead I used a method I learned about a while ago. Using subsurface scattering allows for a similar look to clouds while maintaining performance in render.
I combined this method with a scalable empty object that controls where the clouds are being pushed away.
Using Lights as TexturesDid you know that you can use Blender's area lights as flat emissive planes? Now you do! This is something I only VERY rarely use, but Blender's lights can act as planes that emit light and are visible to the camera. Blender's area lights are MUCH more performant than any emissive material.
By default the area light is invisible to the camera. By checking the box "camera", the light becomes actively visible in the render.
You can also add textures onto lights! This allows it to look a little more like lava.
And that's all for this WIP! Part 3 has been a LONG time coming and I'm really excited for it to be done! I only have compositing and audio left. Expect the final animation by the beginning of November!That's it folks! All of the rendering for part 3 is FINALLY done after almost 3 months of work. This was by far the most challenging set of shots I've ever had the pleasure of working on and I couldn't be more proud of the results I've achieved.
Rendering the EarthIt's no secret that the Earth is gargantuan for us, but not for Legacy! The big challenge for this shot was rendering a version of earth that looked close to real while also allowing for Legacy's more stylized look to fit in.
I used a few techniques for stable viewport performance. The first thing I made sure to do was delete any unnecessary geometry that wouldn't be seen by the camera. This was for optimized rendering when adaptive subdivision gets enabled.
And speaking of adaptive subdivision, that's the most important piece of the puzzle for this shot. Adaptive subdivision automatically subdivides a mesh based on some set parameters that allow for something called render time displacement. This means that geometry is ONLY added during render time, increasing overall viewport performance while allowing for details in the render to shine through. Below is with adaptive subdivision off.
And here's with it on. Note the extra geometry and mountains that appear.
Other important elements of the earth include the cloud cover and atmosphere. A few major updates ago Blender added the ability to use different scattering algorithms with volumetrics. If you're trying to make the Earth yourself, I highly recommend using the "Rayleigh" scattering method. This mimics proper atmospheric scattering and is best for distant fog. Here's my node setup.
The clouds, on the other hand, are a bit different. I considered using volumetrics for these but I realized that would degrade performance to an unreasonable level. Instead I used a method I learned about a while ago. Using subsurface scattering allows for a similar look to clouds while maintaining performance in render.
I combined this method with a scalable empty object that controls where the clouds are being pushed away.
Using Lights as TexturesDid you know that you can use Blender's area lights as flat emissive planes? Now you do! This is something I only VERY rarely use, but Blender's lights can act as planes that emit light and are visible to the camera. Blender's area lights are MUCH more performant than any emissive material.
By default the area light is invisible to the camera. By checking the box "camera", the light becomes actively visible in the render.
You can also add textures onto lights! This allows it to look a little more like lava.
And that's all for this WIP! Part 3 has been a LONG time coming and I'm really excited for it to be done! I only have compositing and audio left. Expect the final animation by the beginning of November!
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