05-17-2016, 11:45 AM
I've been workning on that for few days and now I guess I did this finally.
I'm going to update official Colobot: Gold Edition logo this time. I think it renders pretty well and this revision is a good step forward comparing to the previous one and were a good training of usage Blender on modern PC to me.
Changelist:
So what's your feedback about this? May I commit this update to our repo and succesively replace it on splashscreens, make new promo animation, etc.? Or should I try harder to make this render even better if it's still possible with my current knowledge and tools? Or maybe old render is somehow better?
I'm going to update official Colobot: Gold Edition logo this time. I think it renders pretty well and this revision is a good step forward comparing to the previous one and were a good training of usage Blender on modern PC to me.
Changelist:
- Finally fully ported to Cycles.
This time there's no place for such compromises like Blender internal render engine rendered logo is for splashscreens etc, and Cycles engine rendering is used only in animations.
- Changed camera perspective.
Now it looks less flat and more great. Just like something what would fit to movie poster/intro etc.
- Depth of field.
Yeah, this 3-dimensional logo even in this static, simple and blank scene require some not so hard but still visible depth of field effect. Otherwise it would again look so sharp and "flat" like in the previous revision.
- Completety refactored lightning.
Well, this is basically why I worked on such a small update for so long. This logo have so specific shape that is really hard to light this right. And not only a shape, but also the gold material that lightening depends mostly on camera perspective instead of the light sources itself. It's not like "I wanna place this light in front of the logo and this will make it at least visible". This time it wasn't really hard to find good compromise between short rendertime and #CyclesNastyNoise (especially thanks to modern PC and CUDA solution). Now I had just to find the right balance between "artistic-light-placement" and my pedantic tendency to making everything as simple, mathematically correct and symmetric as it could be. I hope this is visible. And well, despite that there is 10 light sources with 3 different types, this scene is starting to look less noisy after only 14 samples (presentation render is done with 32 samples though for even cleaner effect than really needed). So it's very promising material for make intro/outro animation for future TerranovaTeam's promotional materials.
- Bloom effect.
I always wanted to add a lens flare effect to that render, but I was wrong. Everytime I was trying to do so, it doesn't really fit to the rest. So I decided to add here another "cheesy-yet-matching" effect called bloom. Now the gold look more mystic I think.
So what's your feedback about this? May I commit this update to our repo and succesively replace it on splashscreens, make new promo animation, etc.? Or should I try harder to make this render even better if it's still possible with my current knowledge and tools? Or maybe old render is somehow better?