Disney made the Moana island scene available for downloadhttps://disneyanimation.com/technology/datasetsit's only 70gb compressed
>>631048Pretty cool, I look forward to porn artists turning it into a sex locale
>>631049God damnit.
>>631048yeah 70 gigs of 3d data for one scene is huge. Also this bit from the readme >When everything is fully instantiated the scene contains more than15 billion primitives.Good god how long will it take to load.
Could someone download this and post some close up screenshots? Sounds like it would be awesome to view, but my laptop is shit and my internet is shittier.
>>631056you cann see some screens here https://s3-us-west-1.amazonaws.com/assets.disneyanimation.com/island-README.pdf
>>631048>>631058Thanks for the heads up. And that's interesting, I had never heard of Hyperion. I figured Disney just used Renderman.
>>631054How the fuck do you even set up a workstation for this environment?
>>631063Just stop being poor, bro. http://www8.hp.com/us/en/campaigns/workstations-desktop-mlp/index.html
>>631065that wont handle it, appreciate the joke, but like the other anon I'm still curious about the basic setup to work with environments like that.
>>631073Typically for hyper-massive scenes all the geometry is modeled in chunks and their position is referenced, so the primary scene itself just contains placeholders, while the final mesh data is only loaded in at render time.It goes without saying that you still need a computer loaded with RAM to render something like this, and using an efficient renderer like Clarisse can help as well.
>>631073>4 TB RAM workstations>"That won't handle a 70 GB scene" < anon 2018
>>631049It ain't called Moana for nothing
>>631073It most definitely would but fully spec'd would set you back $100K.You can pick up used workstations a lot cheaper if you're OK with the associated risks.
>>631065I'm a software engineer making $100k/year, I can afford an arbitrarily expensive PC, but nobody could possibly afford buying a random PC without understanding any of the workload characteristics.For example, I have no idea if PBRT (the renderer cited in the readme) even uses a GPUwhether reading from disk is multithreaded, and if it is then how badly would sequential read ruin scene loading timesRAM usage characteristics--heavy usage of instancing was mentioned, but not whether every object needed to loaded into RAMAnd obviously they don't work on the scene by editing JSON in a text editor, so how would they set up their development pipeline?Are the workload characteristics even comparable between the renderer and the editing software?
>>631049>implying porn artists use anything else than Blender
>>631060They used to until the production of Big Hero 6.
>>631104That's not entirely true.Some use Source Filmmaker.
>>631107>SomeI assumed it was most at this point.
>>631104>>631107>>631114Not the best ones, e.g. seismic uses 3dsmax https://www.youtube.com/watch?v=pjHEcGtqn5A
>>631119
>>631119And Umemaro uses LightWave, same with gomasioken I think.Atelier KOB uses Maya.I know that Choco makes assets for Daz and Poser, but I don't know what software he uses.>>631121Good thing he fixed that
>>631048This is a nice practical joke. Good luck doing anything with that, anon.
>>631126Not everybody here uses Blender, my dude.
>>631119>https://www.youtube.com/watch?v=pjHEcGtqn5ADo you know where all his old dev stuff is, like a long time back he posted some stuff on his process on other places but I can't find it
>>631156Try his blog http://seismicxcharge.com/blog/
>>631104Which ones use Blender? All the higher earning ones I can find on Patreon like Yobo, Studio FOW or the highest quality ones like Ellowas are using Cinema4D (No idea why but it became really popular for WoW porn) and Maya.
>>631080>Paying like $8000 for 12 core xeons when 32 core Threadripper 2 is $1700
>>631048Time to load it up in unity and make a moana death island survival game!
>>631195$5500 (well $4600 for business as you won't pay tax) for 2x hyperthreaded 12-cores (i.e. 48 virtual cores), 256 GB of ECC RAM, a K6000, SAS array and an SSD. I'm fairly sure you can double the RAM capacity again if you want.The point of workstations vs. desktops is that they have server-grade features like multiple CPU sockets, ECC, huge RAM capacity, redundant power supplies, SAS etc.What's this 32 core thread ripper 2? The only 32 core AMD SKUs available here are the EPYC 7000 range which are $2700 to $5500 for the processor alone.
I've no idea how to start and handle these enormous files. Why every OBJ file is semen colored. Can't open a larger file than 1GB with my lame specs. Already on the verge of quitting desu.
>>631048
>>631284They pretty much rewrote their entire water sim tech for Moana. https://disney-animation.s3.amazonaws.com/uploads/production/publication_asset/146/asset/splash_v12.pdfWild stuff.
>>631342https://www.youtube.com/watch?v=2wKwFyNZW7AThe video is way easier to understand, should have linked that instead. Really cool stuff. Like an anon said in one of the older animated movies thread, every single animated movie these days is just multiple tech demos stringed together with a story.
>>631346>every single animated movie these days is just multiple tech demos stringed together with a storyIt was like that since it started, anon
>>631346>these daysSee: >>631362Toy Story was nothing but one technical innovation after another.They invented a ton of shit that didn't even exist at the time, solely for the movie.
>>631241Don't think they use traditional texturing that's why it's semen colored.
>>631362>>631382Yup, yup, true points. Went with "these days" subconsciously cause it seemed like more natural phrasing in my head.>>631384Mhmm, Ptex. It's open-source too, so to the nip_anon: http://ptex.us/overview.htmlHave fun.
>>631048Moana Island remake of Silent Cartographer when?
Have any of you had luck getting the cloud vdb to look decent with a typical renderer? It seems like all the usual suspects are completely inadequate when it comes to photorealistic cloud lighting/shading/scattering, because nothing I've seen so far comes close to the original Hyperion render.
>>631049These assets are licensed for testing / benchmarking purposes only. It's probably OK to use them in renders for your random furry porn tumblr but it would be seriously risky to try to sell anything made with these assets. >>631054>>631063>>631073These scenes are made with Xgen, so it's all just instanced copies deformed with expressions. They exported the xgen primitives to raw objs. As >>631075 mentioned, they the instances themselves can actually contain references to other geometry. Clarisse can interactively display billion+ polygon scenes no problem, so Disney's in house Xgen can certainly do it on commodity hardware like that HP workstation. >>631089They just dumped a scene from Maya into a format that would be more typical as on-disk input for a render engine. Arnold .ass, Redshift .rs and so on are also going to contain little more a raw hierarchy of geometry and materials. Json+obj was designed as a neutral platform-independent release so that one could develop tools to import into any environment or experimental render engine of choice. The main issue is that modern render engines do the instancing inside the engine, but the instancing information is lost here, which makes it a clunky dataset. I'm not a CS researcher nor do I work at Disney so I'm not sure what the motivation was to do it this way, since it's no longer a "real-world" performance test.
>tfw 20GiB left on my HDD
>>631194Ellowas uses Maya.Yobo uses Blender.Studio FOW is SFM.WoW Artists like Rexx, Medeister, Valnoressa, Nibeya and Mystmantle use Cinema4D.I know, because I'm one of these people
>>635737My condolences
Nice necro
>>635737What renderer does Ellowas use? I can’t be bothered to search for the information through the tons of lewds
>>635749Redshift.
>>635797...and the models still look like absolute trash. What went wrong?
>>635801Blender happened.
>>635801Post your work :^)
>>635804I already did: >>634398
>>635806Wow got 'em