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Jenny Agutter
Mar 18, 2009

echinopsis posted:

:argh: what was this

wb. the wave texture in its phase offset input box, it uses radians instead of degrees

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echinopsis
Apr 13, 2004

by Fluffdaddy
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

branched path tracing idk... sure as poo poo fucks up the UI when its previewing

https://twitter.com/rodtronics/status/1307950376759570432?s=20

Jenny Agutter
Mar 18, 2009

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.

https://sparkar.facebook.com/ar-studio/

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

echinopsis
Apr 13, 2004

by Fluffdaddy
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.

echinopsis
Apr 13, 2004

by Fluffdaddy
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

Jenny Agutter
Mar 18, 2009

echinopsis posted:

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.

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:

echinopsis
Apr 13, 2004

by Fluffdaddy
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

Sagebrush
Feb 26, 2012

ian hubert has a new tutorial up

https://www.youtube.com/watch?v=bgfJIZEDY44

Roosevelt
Jul 18, 2009

I'm looking for the man who shot my paw.

this stuff is way too complicated and boring for me. i just want R O D T R O N I C S

echinopsis
Apr 13, 2004

by Fluffdaddy
e=fail

echinopsis fucked around with this message at 00:59 on Sep 27, 2020

well why not
Feb 10, 2009




Jenny Agutter posted:

you mean, the chaos emeralds??
https://i.imgur.com/lMGY7G8.mp4

e: link removed

I feel odd pride to be associated with this

Jenny Agutter
Mar 18, 2009

echinopsis posted:

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

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?

echinopsis
Apr 13, 2004

by Fluffdaddy
yeah, but also intrigued about what’s possible wit pixel editing

Zlodo
Nov 25, 2006
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

echinopsis
Apr 13, 2004

by Fluffdaddy
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

well why not
Feb 10, 2009




eevee is my favourite renderer

echinopsis
Apr 13, 2004

by Fluffdaddy
nah

well why not
Feb 10, 2009





https://www.youtube.com/watch?v=3vCObpMCJvg

echinopsis
Apr 13, 2004

by Fluffdaddy
oh well now my mind is changed

echinopsis
Apr 13, 2004

by Fluffdaddy
i do like that cube tho

Neon Noodle
Nov 11, 2016

there's nothing wrong here in montana
https://www.youtube.com/watch?v=YbldeJrcNEo

Roosevelt
Jul 18, 2009

I'm looking for the man who shot my paw.

NonzeroCircle
Apr 12, 2010

El Camino
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?

Jenny Agutter
Mar 18, 2009

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.

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?

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

Roosevelt
Jul 18, 2009

I'm looking for the man who shot my paw.

Jenny Agutter posted:

a bigger emitter also produces more fluid

:smugmrgw:

NonzeroCircle
Apr 12, 2010

El Camino
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.

Jenny Agutter
Mar 18, 2009

NonzeroCircle posted:

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.

yeah blender doesn't implement physx or anything

echinopsis
Apr 13, 2004

by Fluffdaddy
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.

NonzeroCircle
Apr 12, 2010

El Camino
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

Jenny Agutter
Mar 18, 2009

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

NonzeroCircle
Apr 12, 2010

El Camino
I'll give it a go tomorrow, thanks--maybe having a broader surface area initially will do the trick

Neon Noodle
Nov 11, 2016

there's nothing wrong here in montana
https://www.youtube.com/watch?v=kCDKcmjxPIU

Neon Noodle fucked around with this message at 14:06 on Oct 1, 2020

echinopsis
Apr 13, 2004

by Fluffdaddy
https://twitter.com/rodtronics/status/1311648274554613761?s=20

echinopsis fucked around with this message at 13:45 on Oct 1, 2020

echinopsis
Apr 13, 2004

by Fluffdaddy

so you're the reason todays kids grow up totally hosed in the head


nice

Neon Noodle
Nov 11, 2016

there's nothing wrong here in montana

echinopsis posted:

so you're the reason todays kids grow up totally hosed in the head


nice
I can only hope

Jenny Agutter
Mar 18, 2009


good poo poo. someday i'll learn rigging and animation

Jenny Agutter
Mar 18, 2009

do you all download blender from blender.org or is anyone installing it via steam? automatic updates might be nice

Warbird
May 23, 2012

America's Favorite Dumbass

package managers son

echinopsis
Apr 13, 2004

by Fluffdaddy
steam???

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echinopsis
Apr 13, 2004

by Fluffdaddy
i don’t necessarily love how new versions don’t always take new settings. theres inconsistency in the install folders

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