rendertimes with settings similar to above are around 10min in 720p on i7 3770.
other results with this approach:
just a quick render.
blender cycles, fairly high sample count, still some grain but i have no patience to render it for any longer.
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stuff for a project.
models (with couple more) are available @blendswap.com
trying to figure out noise modifier in graph editor for an automated camera shake and movement. planes positions and rotations are modified this way as well.
great thing about this method is that you can create typical keyframes for postion and rotation (or anything, actually) just like you normally would when animating an object (it’s important that object has at least one keyframe for the attribute you want), then just go to the graph editor and bring up properties sidemenu (hit N while hovering over graph editor workspace) and add modifier.
i’ve used noise modifier for position and rotation for x,y,z axis with slightly different values each (varying around 5 strength, 250 scaling in time and phases 0-300) that gives smooth sliding for the planes, like you would observe during straight flight.
for rotation there is noise as well but very gentle (str 0.05, with scaling around 100).
and one more thing is that when you set blend type to ‘add’, it will simply add noise with your keyframe movement.
no additional dummies and parenting objects for this (like you would have to do with 3dsmax for example). now that’s really cool. you can even add even more modifiers to enhance this effect and give more randomness, or add a time limited camera shake, just to spice up your animation. efortless.
of course this method isn’t perfect, but it simulates random movement i wanted well enough. and when joined with slight camera noise for position and rotation (strength 0.005 for rotation and 0.1 for position, with scaling 20-60) it gives that nice feeling when planes have to make their way through air and pilots try to correct their position to keep formation.
and that’s the idea. exact settings and values will vary of course, depending on your scene, camera and object distance, movement type etc.
my scene has object in size of 10 and camera of focal length 50.
for future reference ;)
creating carpet in blender with partle system
-create couple simple meshes (strand instances) set the strand origins to ther roots and group them (ctrl+g while selected), the more different meshes – the better but just couple will do (if you use random size and rotation settings later),
-add particle system to a plane, set emission to start and end in the first active frame and lifetime of the time you want strands to be visible (that will make the particles to show up all at once and will make them visible for the amount of their lifetime),
– turn off physics,
– under render settings choose group and add the group you have created, change size, add some randomness – always helps,
– add rotation with initial directon, add some randomness, phase and phase randomness (play with the settings to get the desired effect),
-increase the particle number to get the strand density you want.