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Blender Projects and Studio Themed Intros - Page 13

post #361 of 912
Forgot to mention; about 18months ago I was playing about with Blender (found it too hard tbh) and AE and stumbled across this web site along with a Blender web forum; I nicked a couple of the project files....that was my mistake - from there on I've been hooked - your fault!!
post #362 of 912
Anything your willing to share could be left as a link here for others to download. I'm sure everyone would be greatful.
Here is something I did in Cool3d the other day.

Popcorn Enjoy some snacks
post #363 of 912
Nice!
Where do I upload the files to?
post #364 of 912
Quote:
Originally Posted by Eubank View Post

Nice!
Where do I upload the files to?

PM sent.
post #365 of 912
I have a loony tunes intro somewhere which was created in premier and photoshop if anyone is interested / has hosting space I will zip up the folder and upload somewhere. Steve
post #366 of 912
w84no1 - I'm in the process of mailing you a few project files, textures and sound clips.

Theendisnye - I did mine all in After Effects if you want to AE file?
post #367 of 912
Eubanks projects are now available. You will need Cinema 4D for most of them.

http://www.woodyfamilycinema.com/projects.asp
post #368 of 912
W84no1,

I've mailed you the Blender tutorial for the 'Bullet' files I sent.

Sorry about the low rez but the original file was 100mb's so had to cut it down. Once you've completed that lmk and I'll send you the compositing tutorial.
Cheers
post #369 of 912
Thread Starter 
This is great! Thank you Eubank for sharing your projects.

I certainly hope I didn't come across as accusatory earlier by hinting that I'd made the Disney intro. The whole reason I release my projects here is to see other people make use of them, whether they prefer the direct lift approach, or whether they modify and improve upon the original. As I stated before I like the lens flare that you added, and it's always nice to see someone else making use of the work in whatever form pleases them. There should be no guilt involved for using that which was intentionally made available.

One question about your zip file that I downloaded from w84no1. It appeared at first glance that you had 4-5 project files in there, but then you have music files for Dreamworks, Touchstone and Pearl&Dean with no associated project file for those? Unless I'm mistaken your Touchstone intro was also originally mine (and is hosted by W84no1) so that's covered, but I know I'm not the only one who wants to play with your Dreamworks project. That one you mentioned was made in After Effects as well which means I don't have to download and learn C4D I'd love to get my hands on it.

Thanks again for sharing all of this. I may have to look into C4D and see if I can do anything with a few of your projects, but right now time is so hard to find...
post #370 of 912
I was thinking about doing the disney intro and found myself looking at what others had done, then had the great idea of nicking yours and playing with it .

Like you said, time is the greatest killer of these projects and I started the Dreamworks one in AE messing about - after a few hours work I'd past the point of no return so finished it many many hours later. Ideally, I'd like to start it from scratch and do it properly using C4D and AE. AE does the smoke/clouds and water really well but the text looks a but rubbish and could do with being created in C4D.

I've done a lot of 'gamers' intros for Metal Gear/CSS/Quake, they're the greatest protaginists for intros for their Clans videos or websites, so It's gotten to the point now when I have an idea and it's almost impossible to create what I want in one program. Hence the reason nearly all are created in C4D and finished of in AE.

If it's just 3d text you're after Zaxwerks ProAnimator is easy to use and effective and intergrates into AE with great effect. I'm sure you could pick up a copy somewhere
C4D isn't that tough to learn, LOTS easier than Blender ...believe me. Blender isn't intuative like 3DS or C4D but considering it's free you can't complain.

I'm stuck in two minds whether to start from scratch the Pixar intro or the Dreamworks one...??? Help!!

Soz for going on but the answer to your original question is: I've got dozens of project files, 100's of music clips and 1000's of sound effects clips on my PC so chucked a few in the zip file; they have no relevance to the project files

I'll have a search for the Dreamworks AE file and mail w84no1 it when I find it, from memory I think I used the Trapcode pluggin for the watter ripple effect but couldn't swear on it...easily get you that though.
post #371 of 912
Eubank,

Hows that tutorial coming? And the Dreamworks project file as well...
post #372 of 912
Any updates on the 3D Disney intro? Having issues with the flare/flame/sparkle/etc continuing through the entire arc and not sure if anyone has come up with a fix.

Also, the Universal Studios (Feature Presentation) files, anyone know how to adjust the arc-text that says "Feature Presentation"? The normal method (right-click and then hit TAB) isn't working for me. Thank you all for your time and assistance in these projects. They ROCK!!!
post #373 of 912
sa91899 > I sent the Dreamworks file to w84no1 for hosting but I can email you in directly if you prefer?? It's in two parts; the first part is the watter/ripple effect...the.ae file is will have a couple of images missing but you'll get the drift. The second part is the top half of the animation (clouds/text etc) and is complete with the exception of the stars back ground which I'm sure you'll replace and add a vignette.

DevilDog > Import your fished project into After Effetcs (if you have it) and add the flare effect there. If you have the 'knoll light factory' plugin for AE the sparkle is also easily added. 30mins work and finishes it off great!
Come to think of it 'Trapcode Particular' would also give you a great looking sparkle.
post #374 of 912
I have added the Dreamworks files to the Eubanks.zip file on my site.
post #375 of 912
Quote:
Originally Posted by DevilDog1980 View Post

Any updates on the 3D Disney intro? Having issues with the flare/flame/sparkle/etc continuing through the entire arc and not sure if anyone has come up with a fix.

DevilDog, If you are talking about the Disney intro that I did, the reason the arc pauses at the end there is because that is the very spot that the Walt Disney text starts to fade in. If I let the arc finish, we would see most of the Walt Disney before we had a chance to input our custom text...

If you aren't talking about mine, then I have no clue (which is the case most of the time...)
post #376 of 912
Well... After thinking about this for a second.. it can't be mine since I haven't uploaded the project yet.... HA! But my arc does pause at the very end as well...
post #377 of 912
A post just so I can get my three so I can post a link.
post #378 of 912
sa91899, I'm actually talking about the Disney intro that you can download from here. Its the very first one.

Here's what my output looks like (the sparkle stops following the arc around).

Just curious if anyone knows of the fix for this as I'm having a hard time selecting the object to edit its path (if that is, in fact, the issue).
post #379 of 912
Quote:
Originally Posted by DevilDog1980 View Post

sa91899, I'm actually talking about the Disney intro that you can download from here. Its the very first one.

Here's what my output looks like (the sparkle stops following the arc around).

Just curious if anyone knows of the fix for this as I'm having a hard time selecting the object to edit its path (if that is, in fact, the issue).

Not sure how to fix, but when I render mine I don't have that problem.
post #380 of 912
Quote:
Originally Posted by w84no1 View Post

Not sure how to fix, but when I render mine I don't have that problem.

What version of Blender are you using? I'm currently running 2.46

UPDATE: I downgraded my version of Blender to 2.37a and it appears to have corrected that issue.
post #381 of 912
Thread Starter 
DevilDog1980,
I'm sorry that it took me a while to find your post, but you beat me to posting the solution. I made that Disney intro in Blender 2.42a and it renders fine there and in (some?) previous versions. Atagert was able to determine for the last person who asked that newer versions of Blender don't render the sparkle properly. His post was deleted with the database loss, and none of us know why newer versions don't render it right. The sparkle is created by a particle generator so I guess the Blender crew changed something about how the generator works in later versions...?

Also, the Universal text that comes around the sphere as an arc is not "text" thus is can't be edited like text. It's actually a mesh that has to be totally replaced. I uploaded instructions with my original version of the Universal logo (something like page 2-3 of the Universal thread) that describe how to create your own text, convert to a mesh, warp it to the arc shape, and animate it to come around the earth. In my version there was an armature bone that did the rotation for you, so you just had to parent your finished text to the bone if I recall correctly. Atagert, MikeFalz, and others then made their own versions of the Universal logo, some based on mine and other started from scratch. The instructions are probably pretty applicable no matter whose version of the intro you're using, but you'd have to figure out what may be different in your version. I think Atagert's version also had instructions with it, so I would recommend playing with his or mine until you're comfortable, then trying to apply the knowledge gained to the newer cooler version that you're currently trying to render.

Hope that helps!
post #382 of 912
Hate to ask the same question if it's been beat to death already, but here goes....

I had a hard drive crash and had to upgrade to a new machine with, yes, VISTA. It IS a quad core though, so rendering SHOULD be much faster. So I'm going to have to re-do all my intros from scratch.

Has anyone tried Blender with VISTA and/or a quad core? Which version will eliminate the stuttering in the FOX intro and the sparkle in the Disney and STILL work with VISTA?
post #383 of 912
Quote:
Originally Posted by tlogan6797 View Post

Hate to ask the same question if it's been beat to death already, but here goes....

I had a hard drive crash and had to upgrade to a new machine with, yes, VISTA. It IS a quad core though, so rendering SHOULD be much faster. So I'm going to have to re-do all my intros from scratch.

Has anyone tried Blender with VISTA and/or a quad core? Which version will eliminate the stuttering in the FOX intro and the sparkle in the Disney and STILL work with VISTA?

I just downgraded to v2.37a on an HP Vista laptop (running duel core and 128MB dedicated video memory, but have 1300MB shared video memory setup as well). Not sure how fast you're wanting it to render the Fox intro (that one took me about 27hrs on v2.46, have to do two more next month so I'll see how slow it really goes on v2.37a). But it does work with the Disney sparkle (rendered two of those intros without issue and they look great).
post #384 of 912
DevilDog -

Thanks. I originally renederd the FOX using 2.37a on a single core Win2000 machine and recall it taking about 27 hours. I figured on a quad core with 5 gig ram it should be faster. I don't really NEED it faster, but it would be nice. I was just curious if there is a blender version compiled to take advantage of multi-core processors and that fixes the issues. It sounds like the render speed has more to do with the Blender version than the actual hardware.
post #385 of 912
I believe the fox logo stuttering or flickering is more a problem with the file not being setup right. I can't remember what you have to change but I think it is setting the pieces that flicker to smooth? I know the answer is here and it works perfect afterwards but it has been a few months since I set mine up.
post #386 of 912
jrl -

Now that you mention it, I DO recall something about that, but as I recall it took DAYS to render.
post #387 of 912
Thread Starter 
There are a few things you can try to improve your render times. In Blender 2.42 which is what I use there is a button labeled "threads" that you want to enable if you have 2 or more cores. This button in on the "output" tab in the "scene" (F10) menu, which is also where the big Render and Anim buttons are. You shouldn't be able to miss it on the left side of the screen. Enabling the button forces Blender to render in 2 (and unfortunately *only* 2) threads.

If you have a newer version of Blender, this threads enable/disable button was replaced with a field that you can input a number of threads from 1 to 8 and force Blender to render in that many threads. In prior experiments I found no improvement setting this to 4 on a dual-core machine, so just set it to however many processors you have for best results.

Finally, check out optimized Blender builds at www.graphicall.org. I take no credit for that find, I believe it was Atagert who discovered it, but regardless those builds were shaving 20-30% off most people's render times back when we were doing the Universal and Disney intros. I cant stand editing my project files in those builds, but I always pop one open before clicking the final Anim button .

I previously posted a bunch of trials that I had run comparing stock Blender to an optimized build, as well as comparing threads on/off and set to different values, as well as comparing my machine at stock speeds and overclocked. I don't recall the exact results but I do remember that overclocking led to an almost exactly linear decrease in render time, and when you compounded that with the reductions for optimized builds and multi-threading render times could be unbelievably fast as compared to stock Blender. Definitely play around with some or all of the above.
post #388 of 912
Thread Starter 
I decided to search for my old posts on making Blender render faster and apparently my memory was slightly off. Overclocking did not produce a linear decrease in render times, but it did help. Also I forgot to mention that setting Xparts and Yparts properly for the scene you're rendering can make a big difference.

Here is the first post where I hadn't yet discovered the threads button and was asking for help, but had run some timing experiments:
http://www.avsforum.com/avs-vb/showt...1#post11106351

About 6 posts down from there you'll find my second post after DenW kindly pointed me to the threads button and I re-ran some of the tests. Personally I think there's quite a bit of valuable information there, as even neglecting overclocking I was able to reduce my render times to half, and with a little overclock got them down under a third. That really makes a difference over a 20+ hour span
post #389 of 912
Thread Starter 
And here goes 3 posts in a row...

I actually had to rerender my own FOX intro and I'd been putting it off but because of the last few posts I decided to go ahead and do it and run a few tests before I kicked off the render for the night.

All the numbers I will provide below are for rendering frame 461 of the FOX intro in 1920x1080 resolution on my 1.8GHz C2D in WinXP Pro.

Vanilla Blender 2.42a (my standard version) took 2:12.10 with Xparts & Yparts set 4. Setting them both to 2 worsened the render times by 5-6% in all tests so I'll just post results of the 4x4 tests below.

An SSE2 optimized build of Blender 2.46 that I use for my final renders took 1:34.32. That's a 28.6% reduction in render time. I should note as well that there is a render error in the lower right spotlight caused by the newer version of Blender, but I know how to fix that when I render it for real .

I then decided to try overclocking again, so I bumped my CPU to 2.4GHz, but left the memory at the same 800MHz via divider. This time the vanilla Blender took 1:38.84, so the 33.3% overclock gave me a ~25% decrease in render time. The optimized build this time only took 1:11.81, which is also little less than a 24% decrease compared to before the overclock. At least they're pretty consistent.

So in conclusion, when comparing the overclocked optimized build at 1:11.81 to the vanilla build at stock speeds at 2:12.10 it totaled over 45% reduction in render time, which is not too shabby. I'm kicking off the whole 690 frame animation now so assuming those times are a representative average for all the frames in the animation, I'm expecting it to take 13h46m instead of the 25h20m it would have otherwise taken.

I could pump the CPU up higher but either way we're talking about an overnight render, and my only concern was to have it finish before I get home from work tomorrow instead of taking 24 hours or more.
post #390 of 912
Magius -

GREAT posts! Thanks for all your work in this thread.

Quote:


to have it finish before I get home from work tomorrow instead of taking 24 hours or more.

That's about all I was trying to accomplish. It would be nice to kick it off overnight and have it ready the next morning.

Looks to me like this thread is getting to the point of needing an index to all these little tips and tricks. There are SO many pages to read through now. AND we wouldn't want to lose anything good in another site crash.
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