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hgarrou
Post  Post subject: 24 Hour commercial  |  Posted: Wed Apr 01, 2015 6:57 pm

Joined: Tue Dec 01, 2009 10:18 am
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OK, in my quest to be a more active FB community member this year, I'm going to post examples of FB in my work as I do them.
That should result in something every day.

So, here's a great example of why I need FurryBall so badly.

This commercial had 24 hours to go from just being a wave file to final animation. They liked their radio spot and wanted a TV spot animated from it.
So I didn't have much time to commit to setting up shaders or waiting for renders.

Enter FurryBall 4.8.1.

By Lunch the first day I had modeled my lips, made a full set of blend shape visemes, purchased the teeth, textured everything, rigged a skeleton structure and some custom controls, lit it carefully and simply. I had no time for rendering, so furryball knocked out the whole spot in 20 minutes (900 frames) with a few passes in that time.

here's a mp4 of the spot http://www.whitetreewebsites.info/FurryBall/Riccobene.mp4

You'll notice the reuse of the teeth models for the chorus in the balcony, to save time. And the use of FB car paint texture for lips and gums.
Al in all, I did the pot in 7 hours and am now waiting for approval and revision with the remaining time before it's due to upload for broadcast.

Long Live Furryball

Attachment:
Riccobene.JPG
Riccobene.JPG [ 70.81 KiB | Viewed 9188 times ]


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hgarrou
Post  Post subject: Re: 24 Hour commercial  |  Posted: Wed Apr 01, 2015 11:02 pm

Joined: Tue Dec 01, 2009 10:18 am
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Revisions came in at the last minute today at 3PM.

All done rendered and back for approval by 4PM.

Now I can clean up those few pesky pollies and annoying sharp edges while I wait for them to sign off.


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Jan_Tomanek
Post  Post subject: Re: 24 Hour commercial  |  Posted: Thu Apr 02, 2015 9:15 am
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Joined: Tue Oct 27, 2009 11:03 pm
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Location: Prague - Czech republic

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8-) Good work for this time! - thanks for posting.

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hgarrou
Post  Post subject: Re: 24 Hour commercial  |  Posted: Mon Apr 06, 2015 11:08 pm

Joined: Tue Dec 01, 2009 10:18 am
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Rendering Benchmark
All optimized for Biased Rendering not Ray trace. And yet, FurryBall RT outperforms FurryBall 4.8

FB 4.8 76 frames per minute
FB RT 105 frames per minute

Yeah!


Last edited by hgarrou on Tue Apr 07, 2015 12:44 pm, edited 1 time in total.


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Jan_Tomanek
Post  Post subject: Re: 24 Hour commercial  |  Posted: Tue Apr 07, 2015 6:53 am
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Location: Prague - Czech republic

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Great - thanks for reporting this. This correlate with our tests.
You have faster response, easy interface and your antialiasing has to be much better.

What final render? What is your multisample in 4.8 and in RT?

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hgarrou
Post  Post subject: Re: 24 Hour commercial  |  Posted: Tue Apr 07, 2015 8:06 pm

Joined: Tue Dec 01, 2009 10:18 am
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They were the same both 2 and 2. I wanted to make sure I was comparing apples to apples.

I'm really impressed with RT so far. I'll be Starting on Churchill downs today and they're including an animated Dodge RAM truck (sponsor) throughout the animations this year.
So I can use lots of raytraced reflections, environment reflections, and FB Car Paint.
I'll be posting that progress in the other forum. I can't wait!!!

I might actually miss RT alot after the trial period is over.


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Dan_Simek
Post  Post subject: Re: 24 Hour commercial  |  Posted: Tue Apr 07, 2015 10:10 pm
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Joined: Mon Jun 03, 2013 12:32 pm
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Hi,
be careful about your multisampling settings. In 4.8 multisampling set to 2 means 2 x 2 = 4 samples per pixel, but in RT version this setting means exactly 2 samples per pixel. That's why multisampling default value in RT is set to 30 which is higher than in previous version.


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hgarrou
Post  Post subject: Re: 24 Hour commercial  |  Posted: Tue Apr 07, 2015 11:46 pm

Joined: Tue Dec 01, 2009 10:18 am
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Thanks Dan, I may re render and get a new bench mark.


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Jan_Tomanek
Post  Post subject: Re: 24 Hour commercial  |  Posted: Wed Apr 08, 2015 6:59 am
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Also don't forget, if you used Jitter - it's x8 more
So 2x2x8 is 32, so it's almost same like default 30.

But the most important always is, how it looks. So depend what is enough samples for you. ;)

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