Here is an early test combining my PRT Source plugin with krakmospheric. Renderer is brazil. Note the glossy reflections. The vertical flesh is a mesh surface. And the curved flesh is a prtSource with a bend modifier on top. This board is making it look a little washed out. It was hard to make the mesh and the atmospheric light a similar levels. There are seven spot lights only on the atmos to approximate the dome light on the rest of the scene.
Render time 2h 6m.
I admit this is confusing to look at. Here is another test. No deformation. I’m just animating the cut-off on my prt source plugin on the right and the threshold for meshing on the left. They depend on the same data but they process them independently. The offset in the way the muscles pop on is deliberate.
Render time is about 5min to 15mins per frame. I have the voxel size at 4mm. Somewhere around 1.5mm the scene refuses to render. I hope this will improve in the future. I would love a diagnostic view on the voxels. eg. total memory used, extents, bounding regions, etc.
knee_krakmos_1.mov (3.22 MB)
Hah! Cool, that mov is kinda freaky
This one is better to look at frame by frame. Mesh in grey and also the skull is a mesh in yellow. I exported a prt file for the blue hedgehog at 2GB file size. Absorption is turned on. One light for krakmos. And skylight is on for the brazil part of the scene. Something happened to clamp the output in brazil so I wasn’t able to make a nice tone map. Enjoy.
Render times around 22m per frame.
HedgeHogs_test01_krakmosphere.mov (2.17 MB)
Sonic looks neat, it has a great pillow softness to it
Now that I’m done trying to make a nice example for my boss, I should compile a list of bad renders so I can explain what sucks about the current implementation.