Lenny Wilson's profile

Jungle Project (Untitled WIP)

Untitled Photorealistic Animation Project
This is an ongoing work in progress
This Canopy shot is an esablish shot in an opening sequence. Long render times here, area lights, 2 bounce QMC GI, and Chanlum shaders on most of the leaf materials. I kept running into anti-aliasing noise problems which took quite a while to sort out. Render times varied between 45 to 55 minutes per frame, and this was 300 frames long.
After rendering out in Cinema, I took it and a depth pass into AE, did color correction, DOF, and added some water-droplet-on-lens type bokeh.
 Another establish shot in the opening sequence. C4D really needs some better z-depth pass solutions. Rendered in R11.5 without GI, just some area lights and some fill lights, with Chanlum shaders on leaves and the treefrog. Render was real fast because of this. I did the DOF with frischluft's lenscare and a fog pass in AE, but there were still some aliasing and edge problems that I tried to resolve.
I reworked this particular shot so that I could include a realflow sim, since I felt that the original solution that I came up with for the water wasn't quite authentic enough when it came to animation (it was a animated displacement mesh).  The sim in realflow was about 1.5 million particles using regular emitters. I tried to use the hybrido particle sim, but I kept running into stability/crash/corrupted file issues when the particle numbers got really high. I meshed it, then brought into my original scene in Cinema, and then rendered this out with AR3, QMC GI, and the "scene motion blur" trick to get the anti-aliasing smooth and flicker free GI. Rendered out a depth pass too, and comped it in AE with DOF, color correction..etc.
I decided to throw some sound into this just to spice it up a little. The sounds are all from the Freesound project.
I wanted to try to work on realistic foliage materials with this project, including sub-surface scattering with multiple-bounce GI. I also wanted to attempt placement of cloned objects using textures. Rendered in Cinema 4D R11.5
This was my first attempt at character animation in C4D. I feel like I've done so much work on this, yet I still feel so far from satisfied.

The character is animated with a Mocap mix of CMU bvh (lots of f-curve smoothing and deletion of unnecessary keyframes) and hand-keyed poses. I grew, tailored, and rendered the hair using Cinema's hair module.

Things that are small, fixable problems:
-need to composite rain elements in 3d space behind the character so that when she walks into the background, the rain is in front of her (its a background movie right now, since this scene had to be broken into 2 parts)
 -Resimulate the hair dynamics, towards the end the ponytail fritzes for a few frames, it may be because I have collisions enabled on the hair tie mesh.

Larger issues that require major re-work:
-Change starting pose to leaning perpendicular in the doorway, the character looks better in this pose than head on like here and it shows off the subsurface scattering more.
 -Give more nuanced facial expressions (lip movement in particular)
 -Incorporate cloth dynamics into the clothing (or at minimum, give more realistic displacement and folding to the clothing mesh, maybe switching the jacket to a hooded jacket, since its supposed to be raining).
 -Smooth the hand animation, it comes up to the face too abruptly.
Still Images
This was a test of using pyrocluster and thinking particles to approximate large dense foliage. Wanted to incorporate volumetric fog and refective water to see how it worked together. Modeled and rendered in Cinema 4D R11.5 in separate passes, and comped together in PS CS4.
Another establish shot.  In particular I wanted to create realistic fire and smoke effects without using any third party plugins.  The smoke and fire here are multi-layered metaball objects with animated sub-poly displacement materials on them.  Sub-frame sampling motion blur is used to smooth and blend things together.
I needed a MiG-29 cockpit interior for this project, so I spent about a month modeling one in Cinema 4D.  Most of the gauges and controls work.  The exterior outside the cockpit is an entire secondary scene that I've made using my Pyrocluster-tree technique.  What you see here is a 360-degree HDR panorama that I've baked from it to use for a lighting and reflection reference.
Jungle Project (Untitled WIP)
Published:

Jungle Project (Untitled WIP)

This is a personal project.

Published: