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cubicle gangster posted:It's https://www.manictime.com/ I have it but I let the maintenance lapse after the first year and was wondering if it would be worth reupping- do they do meaningful updates to the software?
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# ? Oct 19, 2020 06:17 |
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# ? May 31, 2024 00:11 |
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Daaamn, really love that piece. Agreed about the column on the right, but it's still a great image. What did you use for the ivy and the rubble?
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# ? Oct 19, 2020 08:21 |
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cubicle gangster posted:I think I was too in love with how the ivy looked backlit like that, staring at the image at 200% zoom. This is exactly my problem, so lately I've been sort of just leaning into it and going full macro bonkers with my personal stuff. It's sort of forcing me to take that granularity I really get lost in and use it to guide overall impression. Articulating essence through physicality, instead of simulating physicality through essence, like I'm used to. It's really making me take a step back and refamiliarize myself with fundamentals in a way I haven't been able to be self-critical about in years. cubicle gangster posted:I'm calling this done, I've entered it as it is. Wonderful submission, btw! I think your subject matter really captures a lot of that grandiose mystery->survey->discovery vibe I get from Ferriss. Love the use of tyflow for the floor; was that destruction setup as easy to play with as it looks from the brief glimpse we got? Handiklap fucked around with this message at 15:29 on Oct 19, 2020 |
# ? Oct 19, 2020 15:16 |
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Gearman posted:What did you use for the ivy and the rubble? I used gwivy because I knew I already had it installed, however the guy who made it took it down and I had to switch back to max 2016 to use it. When looking for a cheat sheet reminder of what all the parameters do, I found this: http://www.evvisual.com/ivy/ which is a re-write based on the original code, and maintained. so i'd use this one. The rubble is a mix of megascans piles and chunks of geometry that were first generated with tyflow, then scaled and scattered. Handiklap posted:Wonderful submission, btw! I think your subject matter really captures a lot of that grandiose mystery->survey->discovery vibe I get from Ferriss. Thanks! yeah it was important for me to capture the same feeling you get from looking at his work, but in a totally new style. The whole timelapse is unedited - one screenshot saved every 60 seconds. so yeah, it was! I'm already familiar with how tyflow wants you to work with it from playing around with it, but I hadn't done that kind of setup before. It handled it very well, surprised me how easily I got the results I wanted too. spawn particles, make them huge heavy objects, make them all move in different directions, drop them on the floor. fracture the floor, turn physx on, and tweak! Genuinely love tyflow, best thing to happen to max since... idk, everything else was more gradual? I don't think max has ever had a set of tools so revolutionary. I think many people still think of it as a dynamics tool, but the number of modeling based tools it has too shouldn't be slept on - it's got good booleans, remeshers, conform tools, super fast slicers and a whole bunch of other modifiers too. This is actually a pretty good video to watch - Patrick vogel showing mike golden some tricks and things you can do with tyflow https://www.youtube.com/watch?v=5SJ1e3Wmj5I They're all quite simple things that are useful for still images too - creating welds, tying knots. Since this was recorded the cloth tools have had a total overhaul too.
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# ? Oct 19, 2020 15:41 |
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Thanks for that tyflow material I've been using it for booleaning and slicing multi million poly decimated zbrush sculpts for 3d printing, they're very solid tools
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# ? Oct 19, 2020 20:48 |
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cubicle gangster posted:I'm calling this done, I've entered it as it is. Hey I think I saw this on insta or reddit or something Good fuckin poo poo brother!!!!
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# ? Oct 21, 2020 13:12 |
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I hope it was instagram, I didn't post it on reddit! thank you man, it's much appreciated
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# ? Oct 22, 2020 00:14 |
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anybody else often feel overwhelmed during the reference-gathering portion of a project?
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# ? Oct 24, 2020 10:50 |
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Kanine posted:anybody else often feel overwhelmed during the reference-gathering portion of a project? I like it, but I've been mostly sculpting animals so the reference is pretty targeted and I try and learn about about the species which is fun
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# ? Oct 24, 2020 10:58 |
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I'm experimenting with ways to render things like rocket plumes and space explosions (general theme: gas in vacuum) in a fast enough way in Blender. The gas sim really doesn't want to behave as if it's in vacuum - there's some inbuilt assumption of atmosphere I cannot work around, which is annoying. Currently I'm playing around with particles rendered as volumetric objects. What's that? Eevee can only render volumetrics as cubes? No matter. https://i.imgur.com/63nPLo7.mp4
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# ? Oct 24, 2020 11:13 |
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Any fluid sim is based on Navier-stokes and assumes atmospheric pressure, so yeah, you'll have to cheat it. Using a particle sim and converting it to volumes is most likely the better solution.
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# ? Oct 24, 2020 19:00 |
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ImplicitAssembler posted:Any fluid sim is based on Navier-stokes and assumes atmospheric pressure, so yeah, you'll have to cheat it. I thought about turning particles to a volume, but couldn't find a way to do it. Blender supports creating volumes from OpenVDB datasets (and in 2.91, meshes), but I didn't find any way to turn a particle sim into one.
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# ? Oct 24, 2020 22:23 |
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I don't really know Blender, so can't really help (Houdini guy here). Turn particles into geo then volumes?
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# ? Oct 24, 2020 22:48 |
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I could do that, and it would work for stills, but I don't see how it would work for animations.
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# ? Oct 25, 2020 00:02 |
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You can transfer velocity and density from the particles to the geo and then to the volumes, no?. https://www.blendernation.com/2020/10/03/new-mesh-to-volume-modifier/ Again, I only know how I would do it in Houdini, where it's very easy to do.
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# ? Oct 25, 2020 00:09 |
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ImplicitAssembler posted:You can transfer velocity and density from the particles to the geo and then to the volumes, no?. I was looking at OpenVDB and it has all kinds of incredibly useful features that just aren't currently implemented in Blender. Like turning particle systems into volumes.
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# ? Oct 25, 2020 00:26 |
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Probably a bit of a long shot, but does anyone have any relatively decent automotive mesh models they would be willing to share? I’ve been an Alias designer for the past 10 years and always worked within OEMs. As a result I don’t have a portfolio as such as everything is NDAd up/never allowed to leave studios/confidential. With it looking like I’m going to need to leave the UK for my next position I was pretty surprised a packed CV isn’t good enough. So I’m looking to find some assets I can treat as scan data and make a nice A class NURBs model. It’s crazy to me I’m going to have to spend weeks of my time generating things I’ve done professionally for the last decade. Weird feeling. E: in the spirit of submitting stuff. Latest project. Alias > vred > ps Bape Culture fucked around with this message at 18:40 on Oct 26, 2020 |
# ? Oct 26, 2020 17:09 |
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Here's a personal thing I started over the weekend. Probably gonna end up either a cover or artwork for my electronic music project YOUNG JAGUAR. Pretty basic overall; took a 3d scanned fox skull, retopo'd it, unwrapped/painted in Painter (first time using painter autounwrap, was 10x better than expected lol), made some curves in Blender which I then sculpted and procedurally shaded, used ivygen for vines, added world volumetrics for fog, a smoke sim with procedural density for up close fog variation, lit and rendered in eevee. Not really sure where to take it from here... hitting that personal project roadblock like always! But I'm decently happy with the results so far, it's currently at "album cover" quality level lol, though I'd like to push it further if I can figure out how. It's already feeling pretty "blocked out", filling the empty space would make it too busy imo, so it's a matter of somehow pushing the profiles or materials more.
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# ? Oct 26, 2020 18:26 |
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Gotta love how these new sports cars drive them selves at high speeds!
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# ? Oct 27, 2020 15:06 |
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https://www.youtube.com/watch?v=cYgqtHFuX60
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# ? Oct 29, 2020 13:18 |
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I made a nodevember thread for anyone interested in procedural stuff https://forums.somethingawful.com/showthread.php?threadid=3946165
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# ? Oct 31, 2020 19:25 |
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Hey does anyone use Mudbox anymore? I never see anyone talk about it or post work made in it.
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# ? Nov 3, 2020 21:46 |
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Listerine posted:Hey does anyone use Mudbox anymore? I never see anyone talk about it or post work made in it. I think once Autodesk ate it, that was it. It was/is bundled with Maya so it might get some tertiary use but prob not much anymore. Funfact I went to grad school with one of the founders who is an ultra-fundie. Like "babies that die before getting baptized are burning in hell" fundie. As in he literally told me that. Super talented artist, but drat.
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# ? Nov 3, 2020 22:01 |
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BonoMan posted:I think once Autodesk ate it, that was it. It was/is bundled with Maya so it might get some tertiary use but prob not much anymore. Reminds me of when 3dcoat first came out and the EULA had something in it about not making anything sacrilegious with the software.
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# ? Nov 3, 2020 22:18 |
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Just a reminder that the Traveling CCircus Showcase of Wonders Show will be departing CC soon for its whirlwind adventure around the forums. Share your art, writing, animations, scrawlings, or whatever else you're proud of with the rest of the forums and see what goons from other subfora are up to!
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# ? Nov 3, 2020 22:20 |
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EoinCannon posted:Reminds me of when 3dcoat first came out and the EULA had something in it about not making anything sacrilegious with the software. They still have this and I've heard that they'll contact people who make naughty stuff with it.
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# ? Nov 3, 2020 22:28 |
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Cloth sim hover state in the browser. Slightly cheating with this one by doing the cloth sim in Houdini first and then baking the vertex position data to a texture. https://i.imgur.com/pw9ZhuW.gifv
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# ? Nov 4, 2020 08:37 |
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500 posted:Cloth sim hover state in the browser. Slightly cheating with this one by doing the cloth sim in Houdini first and then baking the vertex position data to a texture. That's awesome, I don't really understand what I'm looking at but it looks pretty
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# ? Nov 4, 2020 08:43 |
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500 posted:Cloth sim hover state in the browser. Slightly cheating with this one by doing the cloth sim in Houdini first and then baking the vertex position data to a texture. this is amazing... can you walk me through it? Feel like it's something we could play around at the agency work at.
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# ? Nov 4, 2020 13:18 |
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yeah i'd love to know a bit more about the process for getting animated 3d into a browser, it's cool.
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# ? Nov 4, 2020 16:43 |
You using three.js or a framework built on it? Looks sweet, I've been seeing more WebGL based physics both rigid and soft body which is great (I know you said this is baked). Can I check out more of your work? WebXR is definitely going to be a massive space once more competition and development comes out with more accessible VR/AR/XR platforms. BTW 500 are you looking for side work still? Cryptoart scene is booming and might be a good opportunity for you. I've been working on a few pieces to mint on marketplaces but if you want to know more I can give you a run down of NFTs/cryptoart.
ceebee fucked around with this message at 16:56 on Nov 4, 2020 |
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# ? Nov 4, 2020 16:53 |
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Sounds like a baked Vector-Displacement map. (ie, rgb/xyz displacement instead of purely height based. Pretty sure Zbrush supports a form of them?) The process of making one, and using it in browser I'm uncertain about. (Not familiar with houdini, don't know how it's being rendered in browser.) But I imagine there are guides and etc online on how to do the actual baking. And then you might do it either as a flipbook/sequence, to get the steps required. But a rendering engine like BabylonJS could display something like that fairly easily, since it supports morphs natively. (Meaning you could do a handful of morphs, or a morph-flipbook to get an animation. I know in maya there are simple scripts to bake dynamics/cloth/etc to a simple blendshape/morph flipbook animation.) https://www.babylonjs.com/ e: As ceebee mentions over, BabylonJS is another platform that can handle WebXR stuff.
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# ? Nov 4, 2020 16:58 |
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Yeah that's what we mostly call a normal map. Gonna check out Babylon... I like that it's got a node based shader editor. Nice to see that in web form (since most of us are familiar with node based editing in the traditional CG world).
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# ? Nov 4, 2020 17:05 |
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BonoMan posted:Yeah that's what we mostly call a normal map. What? No. Normal maps don't affect the actual geometry. Displacement maps do, by actually displacing the verts. I can understand the mixup since both rely on rgb to store 3 channels worth of vector data, but their usecases are notably different. Granted, 500's example could be handled by a normal 1-directional displacement sequence as well.
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# ? Nov 4, 2020 17:08 |
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SubNat posted:What? No. Normal maps don't affect the actual geometry. No I know that. I was under the impression that he was using a normal map exported from houdini to drive displacement mapping.
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# ? Nov 4, 2020 17:09 |
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BonoMan posted:No I know that. I was under the impression that he was using a normal map to drive displacement mapping. Sorry, by the reply I assumed you were mixing it up due to the 'what we mostly call'. Looking at it a bit more closely, there's no horizontal or vertical movement, so it could just be normal 1 directional displacement. But I guess we'll know for sure once 500 explains what foul sorcery they're playing with. Anyhow yeah, BJS seems kind of interesting, and I feel everything should have robust node-based editors as standard.
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# ? Nov 4, 2020 17:15 |
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SubNat posted:Sorry, by the reply I assumed you were mixing it up due to the 'what we mostly call'. Yeah sorry there was a lot of assumptions in there. Back in my day we just used normal map to differentiate from a bump map since we used normal maps (often converted) for displacement and traditional non deforming normal mapping. We were just lazy with our language. BonoMan fucked around with this message at 17:23 on Nov 4, 2020 |
# ? Nov 4, 2020 17:19 |
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mutata posted:They still have this and I've heard that they'll contact people who make naughty stuff with it. So ridiculous. One of the reasons I didn't even bother with the software. When will people learn to keep their politics and / or opinions out of business matters? I saw Marc Brunet make some cool stuff with 3d Coat but that was a few years ago and I haven't seen much about it since. The retopo stuff was one of the main cool features but I hear Pixologic hired the same guy for the Zremesher tool who worked on 3d Coat so... that kind of explains that.
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# ? Nov 4, 2020 18:31 |
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Wow thanks guys! I made a short post on how to get started with 3D on the web a while back, but I can go into more detail about this specific effect. I personally used a framework developed by the studio I work for, but I did that out of convenience more than anything. You could get the same result using Three.js or Babylon (assuming Babylon lets you make your own shaders). For the actual effect, I used a couple of flipbook textures: one for the vertex position, and one for the normal. If I did this on an actual job for work, I'd probably encode the displacement data into the alpha channel of a normal map or something, but since I was just screwing around at home I used two separate textures for this. Basically how it works is each vertex gets its own pixel on the texture. And when it looks up that pixel, it gets either position data or normal data depending on which texture it's reading from. I then pass the shader a value (known as a 'uniform') that tells it which frame of the animation to read, so by changing that value from 0 to 1 I can scrub through the animation. Then it's just a matter of tweaking the tweens and stuff until it looks nice. You might be thinking "why didn't you just use displacement data instead of position values" and the answer is that I originally wrote this exporter so I could do instanced characters and birds and stuff and wanted to stress test it with something more complex. There actually is side-to-side movement of the vertices, I guess it's just too subtle to tell. For anyone interested in doing this themselves, Houdini has existing tools for exporting vertex animations for Unity/Unreal that might be useful to look at. I ended up writing my own instead of using this one, but it still gave me some clues. Let me know if I left out any interesting parts and I can fill you in a bit better. ceebee posted:Can I check out more of your work? WebXR is definitely going to be a massive space once more competition and development comes out with more accessible VR/AR/XR platforms. BTW 500 are you looking for side work still? Cryptoart scene is booming and might be a good opportunity for you. I've been working on a few pieces to mint on marketplaces but if you want to know more I can give you a run down of NFTs/cryptoart. I don't actually know what crypto art is. I see people tweet about it sometimes but I haven't looked into it at all yet. I'd definitely be interested in a run down of what it is and how people make money from it though.
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# ? Nov 5, 2020 05:40 |
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# ? May 31, 2024 00:11 |
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Listerine posted:Hey does anyone use Mudbox anymore? I never see anyone talk about it or post work made in it. everyone i know who was using mudbox switched over to blender 2.8 when it dropped
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# ? Nov 6, 2020 00:46 |