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>> No.982489 [View]
File: 1.62 MB, 1920x1080, City.jpg [View same] [iqdb] [saucenao] [google]
982489

Started putting the full scene together with the car. Which has some preliminary animation on it.
It's extremely early stages. I'm hoping to have a bunch of canals, some bridges across the water to fly through/under, flying traffic in the distance, some highways, and probably some holograms and shit too.
Still, it's nice to finally get this shit in the scene.

It was a fucking nightmare trying to get it all to work though. Turns out my "solution" of randomly generated buildings wasn't conducive to an entire city (who knew). Verts were around 70m (had to array the buildings to make the animation loop), and RAM usage skyrocketed to like 60gigs on render.
I had to go back in and make low poly versions of each of the buildings, which didn't fix the problem. So I had to say "fuck it" for generating a random building in place, and just use the parts I had to make buildings manually (really just turning on the array modifier), and just instancing those with GN instead of generating. RAM use is under 9gigs now. I think I didn't need to make low poly versions of the buildings if I just did that in the first place, but I guess they're nice to have.
In hindsight, I think the main culprit was the "Realize instances", which I was trying to avoid using in the first place (for this exact reason), but with the way I set up materials for the random neon and accents I had to use it because without it they apparently count as separate objects. Blender really fucking needs a "real" randomness shader node, not the object based or island based one.

Still, no better way to figure out if something is actually usable in a project besides actually using it.
And that's it for my blogpost.

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