To increase or decrease the speed at which everything is traveling, I only need to adjust the keyframe value on frame 24. Usually I prefer to make a keyframe on frame zero and another at frame 24, based on the scene's frames per second, and then set the keyframe's pre-behavior and post-behavior settings to "linear" in the graph editor. It had two keyframes which determined the speed at which everything traveled in the shot. Using a low res model doesn't slow your computer system down, and at this point in the project you want to be able to make changes quickly.Ī null object was used as a parent object for the three aircraft and the camera. Terragen and Lighwave "units" are both based on meters, so if you use real world scales the two software packages work seamlessly together. The important thing here was that the model was built in real world scale. So here are some of the step by step things I went through in Lightwave.Īt the beginning, we were undecided about the type of aircraft to be used, so I modeled a proxy aircraft based on a SU27 fighter. As with any shot, in retrospect I would do it completely different if I had to do over, but that just goes to show you never stop learning. That's because it's easy to add additional cameras, apply motion modifiers like Noisy Channel, or load from scene, etc. I've been using Lightwave since the mid 1990's, so it has become second nature for me to use it to setup and previs a shot. Thanks for your interest in the "Terragen for VFX" series and comments, and I'm happy to answer any questions here about how we used Lightwave in this production. I think Kevin Kipper is making the tutorials. Especially new users use unneeded high settings.Īnyway curious about the next tutorials too. Regarding clouds they could have rendered separately at a little lower resolution and comped later etc.Īnd mostly you don't need always the highest settings of the node-render settings. Using an obj does have some other caveats of course.Īn exported heighfield-displacement map could have been better maybe. So should be rendering relatively fast.įor my last animation i exported the terrain as an OBJ and render time got faster. I am curious too for the next videos.īut from my own scenes what i have seen is until you go to a certain threshold clouds takes longer to render (that depends actually too on the settings).īut if you have a very displaced terrain with many nodes that can take a long time to render too (with compute nodes etc).īut this terrain doesn't look like that kind of terrain. Galaxy size comparison charts featured in Ciel et Espace June 2013 and a special edition of Conozca Más June 2013.Ĭover illustration for "The Unselfish Gene" by R.Can't speak directly about that scene. Strictly speaking this is not CGI, but check out Space Nessie which was featured on Discovery News, The Scottish Sun and Fox News. I may be the only person ever paid by NASA to photograph a potato. Up to 25% of my Arecibo salary could be drawn from a NASA grant to produce media for outreach and other purposes. " Blue Marbles" videos comparing the planets of our Solar System featured on Universe Today, io9, the Mail Online, and I Fucking Love Science, with a combined total of over 100,000 views. Visualising Three-dimensional Volumetric Data with an Arbitrary Coordinate System, Taylor R., 2017, PASP, 129 PhD in Astronomy, Cardiff University, 2010īlender, Terragen, GIMP, Topcat, kvis, miriad, IRAF, ds9, PhotoFiltre, Goldwave, Terragen 2, LaTeX.įRELLED : A realtime volumetric data viewer for astronomers, Taylor R., 2015, A&C, 13 Mphys in Physics and Astronomy, 1st class honors, Cardiff University (2006) This section is only sporadically updated and likely very incomplete.ī in Art at GCSE level, Whitchurch High School, 2002 Below are some CGI highlights, but for see the rest of the website for much more. Or maybe you do ? If so, you can view my science C.V. But since this is a graphics website, you won't want to hear about that. I'm currently working as a postdoctoral researcher at the Astronomical Insitute in Prague.
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