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echinopsis posted:what was this wb. the wave texture in its phase offset input box, it uses radians instead of degrees
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# ? Sep 25, 2020 15:29 |
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# ? May 26, 2024 10:04 |
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aaah yes, and coz ive never really worked with radians, when i tried to work out the value for a single cycle experimentally, and got to about 6.3 (but still wasnt right), it didnt jump out at me that it would be 2pi. then i looked it up honestly imo phase should be 0-1 this here is the wave texture node, with distortion, and rgb curves applied to change the profile of the wave. and then I used the panoramic camera setting (one of them) up real close, its just a plane, not a sphere or anything. echinopsis posted:poo poo this was slow to render
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# ? Sep 25, 2020 20:50 |
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NoneMoreNegative posted:I know its Facebook UGH but I bet you could use seven of those diamond assets in a ring shape like Trumpy there and import them into Spark to make a live Instagram filter, from what I've seen the toolset is fairly good. you mean, the chaos emeralds?? https://i.imgur.com/lMGY7G8.mp4 e: link removed Jenny Agutter fucked around with this message at 07:14 on Sep 26, 2020 |
# ? Sep 26, 2020 02:04 |
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https://giant.gfycat.com/AjarFearlessAmphiuma.webm jenny ya know what I wish I could do? I like the glare node, infact without a level of fog glow anything thats apparently bright will look wrong but the way it uses a single threshold makes it kinda hard to work with. I often have it set to 0 so everything constributes because at any other value it sorta creates banding where the effect is working vs isnt its not as apparent with fog glow but the streaks its obvious and horrible I get it quite a bit because the rainbow colours I use for my logo, often the grees and that end wont meet the threshold where the pink end does, even though its equibright (nice word rear end in a top hat). looks kinda unrealistic how something isnt bright enough to cause streaks and then all of a sudden isn't. we're trying to replicate an in-lens effect from a camera with the streaks, in lens or smeared glass or whatever, but in real life even if theres a threshold its got a soft shoulder. composition effects are underrated imo id like to know more about making my own composition node, or editing that one. ue4 has decent bloom and glare tools that work super fast, wish it was a bit more like them im just rambling I suppose just pining for a better node.
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# ? Sep 26, 2020 21:49 |
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so once I ended up doing this video sharing thing with a guy who calls himself admiral potato https://twitter.com/admiral_potato?lang=en it was kinda weird he insisted that was his real name anyway he taught me a couple of things and one was good but I only use it when I can be hosed and thats that ya render to openexr which is i think a true HDR file format, and then run a seperate composition run later. basically means you dont bake in an idea but you can experiment or whatever. also blatent self exposure but here some cool tweets https://twitter.com/rodtronics/status/1158338635004911616?s=20 https://twitter.com/rodtronics/status/1154193641448939520?s=20 https://twitter.com/rodtronics/status/1158320907741360129?s=20
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# ? Sep 26, 2020 22:07 |
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echinopsis posted:https://giant.gfycat.com/AjarFearlessAmphiuma.webm I see what you mean, you could make your own multi-threshold glare by taking your input into an RGB splitter, having three glare nodes, and then recombining. here's a comparison, both renders have same materials and both have fog glow threshold set to 0.4 simple glare: recombined glare:
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# ? Sep 26, 2020 23:19 |
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yeah.. tune the thresholds for each of the colours to have the output even. ive thought about something simular too, have a row of say 5-10 glare nodes with different thresholds and just mix in small amounts of each into the final product to reduce banding do you have any insight into making a compositon node? e: like blender market has a lot of cool things, so far havent found anything related to glare/bloom
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# ? Sep 26, 2020 23:24 |
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ian hubert has a new tutorial up https://www.youtube.com/watch?v=bgfJIZEDY44
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# ? Sep 27, 2020 00:00 |
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this stuff is way too complicated and boring for me. i just want R O D T R O N I C S
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# ? Sep 27, 2020 00:06 |
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e=fail
echinopsis fucked around with this message at 00:59 on Sep 27, 2020 |
# ? Sep 27, 2020 00:35 |
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Jenny Agutter posted:you mean, the chaos emeralds?? I feel odd pride to be associated with this
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# ? Sep 27, 2020 00:54 |
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echinopsis posted:yeah.. tune the thresholds for each of the colours to have the output even. absolutley no insight. nodes can only be written in c/c++ and I haven't actually looked at the source code for blender. out of curiosity what would you actually want in this node? just the ability to tie a value input to the threshold level?
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# ? Sep 27, 2020 03:17 |
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yeah, but also intrigued about what’s possible wit pixel editing
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# ? Sep 27, 2020 04:22 |
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Nodes can also be written in open shading language: https://docs.blender.org/manual/en/latest/render/shader_nodes/osl.html although unfortunately that only works with cpu rendering
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# ? Sep 27, 2020 11:19 |
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yeah I think composition nodes are a different bag from shader nodes that's something I;d love to do some time tho. altho wonder what I could really do with it
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# ? Sep 27, 2020 11:24 |
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eevee is my favourite renderer
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# ? Sep 29, 2020 10:54 |
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nah
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# ? Sep 29, 2020 11:11 |
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https://www.youtube.com/watch?v=3vCObpMCJvg
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# ? Sep 29, 2020 12:50 |
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oh well now my mind is changed
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# ? Sep 29, 2020 13:15 |
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i do like that cube tho
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# ? Sep 29, 2020 15:16 |
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https://www.youtube.com/watch?v=YbldeJrcNEo
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# ? Sep 29, 2020 17:52 |
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# ? Sep 29, 2020 18:10 |
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I'm probably being really dumb and missing something obvious, but how do I increase the amount of fluid coming from an inflow object? I can change velocity, direction all that stuff but don't seem to be able to just...have it produce more water at once. If I have the domain set to 'replay' and use the default settings for everything (ie like on the tutorials I've been following), then the particle density coming out of my inflow object, an icosphere, is blue, whereas on a lot of videos I've watched it's red and a lot more fluid is generated at the start, if this makes any sense whatsoever?
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# ? Sep 30, 2020 21:01 |
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NonzeroCircle posted:I'm probably being really dumb and missing something obvious, but how do I increase the amount of fluid coming from an inflow object? I can change velocity, direction all that stuff but don't seem to be able to just...have it produce more water at once. initial velocity. the higher the absolute initial velocity the more fluid flows in. a bigger emitter also produces more fluid. don’t forget to change settings in the liquid domain physics panel (like click resolution divisions down and back up) to have your changes take effect
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# ? Sep 30, 2020 22:13 |
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Jenny Agutter posted:a bigger emitter also produces more fluid
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# ? Sep 30, 2020 22:18 |
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Awesome thank you. All the physics stuff is Cpu-bound, right? I figured out the 'adjust something then put it back thing' in the domain settings pretty quickly as I was being fussy and constantly tinkering with my collision objects rather than actually following the tut to the end.
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# ? Sep 30, 2020 22:22 |
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NonzeroCircle posted:Awesome thank you. All the physics stuff is Cpu-bound, right? yeah blender doesn't implement physx or anything
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# ? Sep 30, 2020 22:31 |
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It's CPU bound, and there's a difference between hitting play and letting it try to play in real time, and baking it, where its slow and calculates it properly. I don't mean to assume you don't know that.
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# ? Sep 30, 2020 23:07 |
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I was using Replay just to make sure the fluid was reacting to the collision objects then setting it to bake after it was doing what I wanted. Maybe I'm going about this wrong but the reason I want more fluid initially is because I don't want to wait ages for the 'column' to disappear from the emitter (as it stands its flowing for about 40 frames but the visible column is there for about 80, and the turbulent stuff I want in my image isn't until around frame 180 so I figured if I can have more fluid faster I won't have to wait ages for a bunch of frames I don't want to bake. I like the effect of it being all swishy like it is when the the inflow is at the top of the domain but if there's another way to go about it im all ears
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# ? Sep 30, 2020 23:19 |
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you could make a fluid geometry object that's the same footprint as your domain and put it at the top so it just has to fall to the bottom. don't know if that would create the effect you're going for though
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# ? Sep 30, 2020 23:24 |
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I'll give it a go tomorrow, thanks--maybe having a broader surface area initially will do the trick
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# ? Sep 30, 2020 23:45 |
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https://www.youtube.com/watch?v=kCDKcmjxPIU
Neon Noodle fucked around with this message at 14:06 on Oct 1, 2020 |
# ? Oct 1, 2020 13:32 |
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https://twitter.com/rodtronics/status/1311648274554613761?s=20
echinopsis fucked around with this message at 13:45 on Oct 1, 2020 |
# ? Oct 1, 2020 13:38 |
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so you're the reason todays kids grow up totally hosed in the head nice
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# ? Oct 1, 2020 13:39 |
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echinopsis posted:so you're the reason todays kids grow up totally hosed in the head
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# ? Oct 1, 2020 14:05 |
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good poo poo. someday i'll learn rigging and animation
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# ? Oct 1, 2020 16:15 |
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do you all download blender from blender.org or is anyone installing it via steam? automatic updates might be nice
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# ? Oct 1, 2020 19:05 |
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package managers son
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# ? Oct 1, 2020 20:21 |
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steam???
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# ? Oct 1, 2020 20:23 |
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# ? May 26, 2024 10:04 |
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i don’t necessarily love how new versions don’t always take new settings. theres inconsistency in the install folders
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# ? Oct 1, 2020 20:23 |