In this project, I aimed to recreate a scene from Swallowed Star Hospital but struggled with achieving the desired look. I then decided to create a live-action version instead. As I’m not skilled in modeling realistic human characters, I overestimated my ability to replicate the Swallowed Star scene accurately.
Honestly, I spent the last three days rendering the final image, investing over 50 hours with just 16 samples. Despite numerous crashes, Turbo Render ultimately saved a cached .exr file after attempting command line rendering, leading to success.
I considered seeking help from the community but faced challenges with missing textures, even after using Google Colab Cloud rendering. The Ian Hubert steam pack linked with KitOps caused issues, resulting in textures being absent. The entire project was created using Fluent Power Trip, Fluent Materializer, HardOps, Group Pro,Decal machine, and KitOps. I learned this environment creation workflow from Luan Vetoreti, featured in a Star Citizen Con video sharing the Cloud Imperium Games workflow.
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Render before adding the depth of field.
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The Assets I created for instancing in Blender. All the assets are built with metrics so they snap perfectly. No need for unnecessary scaling and distorting the models.
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Final scene layout
The emissive planes scattered around the scene is for creating fake reflections in Comp since my potato LAPTOP was unable to handle the rendering process.
4.Issue with cloud rendering (Google Colab)
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Early stage renders
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Scratch details on walls before Blender crashes. Even after packing all textures and making all instances a local blender file. It still vanished.
Cached scene by Turbo Render and the final compositing node tree.
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Final image after compositing with added depth of field in post and now only the Blender logo decal on the left side wall is in focus. ‘Dust Particles+’ asset was created by Creative Shrimp
Please provide honest reviews. Did I do well? @bartv