Wild Mine Cart Ride

The Cycles version of the mine cart ride animation.

A few months ago, after I finished working on my rollercoaster animations, I thought I might put some of the tech to use for another project. I took inspiration from the mine cart sequence from Indiana Jones and the Temple of Doom and created this, a wild looping mine cart ride through a series of tunnels, over a pit of lava, and an underground lake.

Early on in this project, I realized that I needed to employ a lot of volumetrics if I wanted to match the feel of the scenes from Temple of Doom. This evolved from having “zones” of volumes in particular areas to just using a global volume shader.

It produced some excellent results, but it also made rendering the full animation (with Cycles) take a long time. So long, in fact, that when the project was about 85% complete, I switched over to Eevee. This made all of the hanging light objects, which use materials with emissions for lighting, not work properly, so I had to reconstruct the lighting. Render times improved by a lot, but I missed the accuracy of Cycles, and it still looked a little video game-y by comparison.

The Eevee version of the mine cart ride animation.

After the Eevee version was complete and I finished the sound design, I bit the bullet and began rendering the Cycles version. It took 32 hours to render in Cycles on an RTX 5090 - which is about 4-5 times longer than the Eevee version!

I’m happy that took the plunge with Cycles though, because I think the animation looks better there (despite a bit of weirdness with the denoiser over the underground lake).

Some elements in this scene are procedurally generated with Geometry Nodes: the mine cart track and supports for it, the scaffolding/catwalks that hang in the tunnels, and the lights that hang on the walls. The steam/smoke is a volumetric material that exists inside of a basic cube.

I modelled the tunnel by hand, then applied some modifiers to add detail. The material I made for it has different elements applied to the floors, walls, and ceiling based on vertex colors which I painted on.

The textures in the scene are mostly sourced from textures.com. I produced the audio in Audition using various sound effect libraries I’ve purchased over the years, and I assembled the video in Premiere.

If you’d like to see how the two versions of this animation compare, I’ve made a split-screen version:

A version of the mine cart ride animation the is split between Cycles and Eevee renders.

Cycles frames:






Eevee frames:






And one last image for the post’s thumbnail. :stuck_out_tongue_winking_eye:

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I featured you on BlenderNation, have a great weekend!

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Cool, thanks Bart! Hope you also have a great weekend!

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Oh WOW! Both versions are great (I guess the split screen right is Cycles). Personally, EVEE always crashes on me, so I am dedicated to Cycles. The trick is turning down the Max Samples in the Render tab. 4000+…? why? Frankly, 8 works just fine (at least for me).
Anyhoo… Great job. TY for this. :grinning:

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You definitely don’t need 4,000 samples for Cycles (at least, not for this one) but the higher the sample counter the better for volumetrics.

Cyles is on the left on the split screen, and you can tell because the shadows are softer and more natural looking inside the cart.

Glad you enjoye the comparison!

You’re on the featured row! :+1:

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This is crazy good! I feel like this is basically cinema quality. Really ambitious scene to tackle as well.

Not sure if you want feedback on this but i have a note for you on the composition if you want it.

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Thanks, Bart! :blush:

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Thanks, I appreciate it!

And sure - I’m probably not going to re-do this one for now, but I would be interested to hear any notes you have for it, so I can think about it for the next one.

The motion and the environment is really well done. From a composition POV, I find the two front elements of the cart really distracting; the ring and the spiral rod on the right side keep catching my eye as the cart zooms through the environment.

I would consider deemphasizing those elements and keeping them more at the periphery / out of the main field of view, is all.

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That’s good advice, I hear ya. I also find myself looking at it at times and I actually had to tone down the lantern ring’s animation because when it was more “realistic” and less spring-loaded, it was very distracting.

Thanks for the feedback!

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