2008-08-24

Blur goes "mental"

Check out this new "Warhammer: Age of Reckoning" cinematic the insanely talanted guys at Blur Studios did:



It's done in mental ray (except some certain passes like particle work done in 3ds Max Scanline renderer (& maybe other renderers as well*)), and I even had the opportunity to render some of these characters myself, which was fun.

It's a suitably epic piece of work, I'd say.

What may interest people is that this is largely lit by physical sun&sky, and is using final gathering for indirect light. Clearly, the era of "fake everything" and "you can't use GI in production" is coming to a much needed close.

/Z

* = A ton of Particle work was done in FumeFX, which isn't available for mental ray quite yet. But a little bird has told me that this isn't too far into the future....

16 comments:

Dave said...

And yet they kept the very distinct Blur look and style.

Do you know what specific reasons lead Blur to abandon Brazil which they've been using for such a long time as their main render engine?

Tenjin said...
This comment has been removed by the author.
Tenjin said...

I almost cried when I saw the trailer, best gameplay cinematic so far.

Does anyone have a clue what rendercapacity was needed?

ron said...

How long did this production take and how many people were involved?

Andrew said...

I've been told that Brazil was used in some FX passes, such as hair/fur. That said, they also said that MR was used for most things. Awesome!

Master Zap said...

I've been told that Brazil was used in some FX passes, such as hair/fur. That said, they also said that MR was used for most things. Awesome!

I know certain things was't done in mental ray, I acknoweledged this. I'll edit the post w. some more precision info, though, thanks....

&Z

Zeph said...

Awesome work, very nice indeed. Lit with phys sun&sky + fg, would love to see some comments and info about your workflow to avoid fg flickering in animation.

chatri said...

very impressive for FumeFx and particle workS!!!!

cojoMan said...

and I even had the opportunity to render some of these characters myself, which was fun.

could you indulge us with a little breakdown or even a small tut about such a creature render, please ?
everything I saw was topo notch...
what render engine ? what materials for skin, what maps did u use ?

thx.
again, great job.

Master Zap said...

could you indulge us with a little breakdown or even a small tut about such a creature render, please ?

Sure: You hit the render button, and the image comes out? (I.e. no fancy layering or compositing mumbo-jumbo.)

Or did you mean the scene/material set up? Well, A&D and SSS materials for everything, and Sun&Sky with FG for lighting.

That's it. Really not complicated at all. Do read the ZBrushCentral thread I posted about as well, for details "straight from the horses mouth"....

/Z

Dave said...

I understood from the thread in ZBC that displacement was kept to a minimum regarding strength (to keep character silhouettes only slightly displaced for scanline passes). This would probably mean that it was used mainly for small details - could you maybe explain a little about the use of displacement in combination with bump maps, if that was done at all?

(for example, it seems reasonable to me to export a displacement from ZB to cover the difference between level 1 and level 4 subD, and then a bump for level 4 to level 6 [arbitrarily chosen levels], thus supposedly not having to use high displacement settings to keep speed reasonable..).

hamilton said...

Great work!! I'll read the ZbrushCentral thread.

And I can't wait for FumeFX to be able to render in Mental Ray. That's great news! Can you give us more infos? I read once Sitni Sati was waiting for autodesk to add support for atmospherics in MR, then all of their plugins would be supported.
Is it coming in the next version or they're rewriting FumeFX in MR api's?

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Peels said...

Amazing *.*

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