Forgot to make my post last night, but here’s the update:
I fixed the deformed moss sliding around with the attach to geo constraint in Vellum.
I have initial lighting setups for each shot. These test renders are all at default samples for rendering, which is why there’s render noise. The .pngs for uploaded exported with transparency, which is why the final shot looks like that. These are set up in Mantra.
I don’t have render tests that use as many samples as I need, but based on the IPR time estimates while testing lighting, all should at least be below the farm’s 2-hour kill limit.
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