|
off topic but related, there’s a new software synth program called bespoke I’ve been messing around with, and it’s laid out pretty much as nodes. I knew all that blender crap would turn out to be good for something!
|
# ? Sep 26, 2021 12:41 |
|
|
# ? May 25, 2024 13:39 |
|
bespoke synth looks cool as hell and I bet it is fun but I could not figure out how to do a single thing with it when i first got it 😂
|
# ? Sep 26, 2021 16:23 |
|
Elukka posted:I didn't save it, I just made like ten frames and noped out. The spaceship is the same one I've been posting before. gently caress these are cool love the one that’s like a diagram
|
# ? Sep 26, 2021 20:23 |
|
we’re they talking about bespoke in the pics thread a while ago ? I wanted to look at it but forgot the name and couldn’t find the post. thanks
|
# ? Sep 26, 2021 20:24 |
|
Elukka posted:I didn't save it, I just made like ten frames and noped out. The spaceship is the same one I've been posting before. these are cool as hell. how do you approach your designs on them? every time i try to make some space ships its either a boring rectangle with greebles or an enterprise
|
# ? Sep 26, 2021 20:34 |
|
27,000 sampels. I left it overnight. wonder if it's barely noticable from 10,000
|
# ? Sep 28, 2021 19:37 |
|
oh i remember that level of Control. nice subsurface scattering
|
# ? Sep 28, 2021 20:07 |
|
idk what you mean about level of control unless it’s a dig at something but thanks it’s volume scattering and volume absorption “sub surface scattering” in cycles is a hack and i try to avoid it. it’s almost like ambient occlusion but for sub surface effects. it’s sort of an experiment to see how much you can tell the light is streaming thru the object the animation I posted early with the rotating cube is a good example of it. you can see the inner opaque blocks creating shadows in the larger block next step is filling the object with particles that are small and block the light more and see if one can tell
|
# ? Sep 28, 2021 20:36 |
|
echinopsis posted:idk what you mean about level of control unless it’s a dig at something https://store.steampowered.com/app/870780/Control_Ultimate_Edition/
|
# ? Sep 28, 2021 20:41 |
|
oh. not like level of control over something. what a loving idiot I have been this whole time
|
# ? Sep 28, 2021 20:46 |
|
made a whole bunch of these today, this was the best by far trying to use those blocks to show off the volume scattering and emission here are some others just for interests sake maybe
|
# ? Sep 29, 2021 05:18 |
|
cool effect. how’d you do the cube scattering?
|
# ? Sep 29, 2021 05:30 |
|
particle system hardly used them before but I knew it could generate particles spread thru the volume of the object, and used the object render mode and used an offscreen cube I’d like to have less on the surface, but
|
# ? Sep 29, 2021 05:51 |
|
If you change the particle render from Object to Path you can change the Path Scale to a different value and then switch it back to Object, higher scale raises the particle away from the generator and lower sinks them in The starting scale is pretty low though so this is better for pushing things outwards. If you change the origin location of the cube you can set how far out the object spawns. Combine the two and you have decent control (heh) over the height of the particles This month has been almost entirely nodes and particles for me so I've learned a few things in that regard. I'll do my monthly update on the 1st
|
# ? Sep 29, 2021 06:58 |
|
something that is doing my head in is that light transports differently between transparent shader and any other shader with transparency. the FLIP fluids addon's water has this: and so I wonder if I need to apply the same idea to my own. anyway.
|
# ? Sep 29, 2021 10:46 |
|
what kind of meaningless individual wastes their time doing this? https://giant.gfycat.com/JubilantWellwornBunting.mp4
|
# ? Sep 29, 2021 18:59 |
|
echinopsis posted:what kind of meaningless individual wastes their time doing this? Wait, how are you animating particles like that? I thought if you gave them infinite lifespan they could only stay in one place after emission?
|
# ? Sep 29, 2021 23:07 |
|
“make instances real” basically turned those particles into 3000 individual meshes lol
|
# ? Sep 30, 2021 01:01 |
|
echinopsis posted:what kind of meaningless individual wastes their time doing this? A person who is doing God's work So much of Blender is me going "Wait, you can keyframe THIS?!" and spending 30 minutes loving around
|
# ? Sep 30, 2021 01:42 |
|
anyone know anything about colour management in blender? filmic is awesome.. but would love to get inside those profiles and gently caress around with them a bit more or work out how to apply 3d LUTs or some such i’m interested in emulating film and it makes so much more sense to do it with raw scene referenced data than afterward in a photo app on my phone
|
# ? Oct 1, 2021 04:07 |
|
https://blendermarket.com/products/3dlut-importer
|
# ? Oct 1, 2021 06:02 |
|
https://github.com/Suemura/blender_luts_importer
|
# ? Oct 1, 2021 06:03 |
|
https://github.com/sobotka/filmic-blender
|
# ? Oct 1, 2021 06:05 |
|
how the heck i’ve google for it dozens of times over the years typical fart simpson privilege
|
# ? Oct 1, 2021 07:52 |
|
idk im just googling “blender 3d lut” and stuff like that’s coming up
|
# ? Oct 1, 2021 10:36 |
|
Archduke Frantz Fanon posted:these are cool as hell. how do you approach your designs on them? every time i try to make some space ships its either a boring rectangle with greebles or an enterprise For that ship, I started with the pointy nose, then blocked out approximate volumes for its functional bits. I figured out how much volume would be needed for main propellant, maneuvering thruster propellant, weapons, etc. based on some figures and guesses of material densities, and arranged them in some sensible way. I ended up with a core of main propellant, four liquid tanks for the maneuvering thrusters around it, missiles in external pods, and everything else in the nose section. Then I draped a skin over it and had this: It's really boring at this point. I did some pro concept art to figure out where I wanted to go with it: Then I applied that, did some scale adjustments on various bits, generally to make interesting bits more prominent and boring bits less prominent. (Side note: I think Expanse ships would benefit from another pass like this) Eventually I got a final shape I was happy with, and started scribbling out ideas for details: Then I drew normal maps for that detail directly. If I was making a high poly model this is where I would be modeling all this detail instead, but I'm bad at dealing with high poly models. After that, I did the texturing proper. echinopsis posted:what kind of meaningless individual wastes their time doing this? Elukka fucked around with this message at 13:27 on Oct 1, 2021 |
# ? Oct 1, 2021 13:20 |
|
one month out from nodevember...
|
# ? Oct 1, 2021 15:08 |
|
Jenny Agutter posted:one month out from nodevember... i feel the itch when do they announce the daily themes or w.e
|
# ? Oct 1, 2021 15:12 |
|
fart simpson posted:i feel the itch I think they usually have a poll mid October and they announce the prompts on the first. watch @nodevemberio on Twitter or wait for my thread
|
# ? Oct 1, 2021 16:22 |
|
Elukka posted:
awesome! thank you for this.
|
# ? Oct 1, 2021 19:32 |
|
Elukka posted:
as opposed to spending time making worthwhile models and impressing people if this was chemistry everyone else would be making useful chemicals or vaccines or some poo poo while i am in the corner sitting different poo poo on fire to see what makes the prettiest flame
|
# ? Oct 1, 2021 20:27 |
|
echi making that logo in blender got me curious, how did you make the text go around a circle for thisechinopsis posted:what about eating this forbidden fruit
|
# ? Oct 2, 2021 01:01 |
|
um i’m not at my pc to check but I think in the text settings of the text object somewhere you can select a curve for it to follow so to be clear, i created a bezier circle, not mesh, and then used that and also, you can use alt+ left or right arrow keys to individually increase/decrease spacing between letters, because circular spacing can make stuff look weird coz the spacing gets hosed up
|
# ? Oct 2, 2021 01:14 |
|
oh lol I used a complicated animation nodes setup to do it. still learning!
|
# ? Oct 2, 2021 01:46 |
|
that allowed you to actually animate it tho
|
# ? Oct 2, 2021 02:59 |
|
echinopsis posted:as opposed to spending time making worthwhile models and impressing people
|
# ? Oct 2, 2021 15:16 |
|
It's a couple of days into the month but here's my animation update for September. The animations are largely unchanged from the previous month and are still placeholder, but there's a minute of new footage, the old stuff got tweaked, a bunch of new elements were added and several visual aspects got overhauled: https://www.youtube.com/watch?v=drv7ZGV-7vQ Here's a description of all the big changes, forgive the layman speak as I'm also relaying this to less savvy relatives so I'm copy and pasting my facebook post lol quote:Time for my monthly animation update! September had a big focus on improving the visuals of the animation, adding more elements to the shed fight and learning a lot about shaders and particle effects. and as always here's last month's again for comparison: url'd so people don't think this is my new one tee hee
|
# ? Oct 2, 2021 19:38 |
|
Songbearer posted:It's a couple of days into the month but here's my animation update for September. The animations are largely unchanged from the previous month and are still placeholder, but there's a minute of new footage, the old stuff got tweaked, a bunch of new elements were added and several visual aspects got overhauled: very nice progress, the environment looks much better!
|
# ? Oct 3, 2021 01:17 |
|
Songbearer posted:It's a couple of days into the month but here's my animation update for September. The animations are largely unchanged from the previous month and are still placeholder, but there's a minute of new footage, the old stuff got tweaked, a bunch of new elements were added and several visual aspects got overhauled: The shed is looking great. It's really easy to follow what's going on in the fight. Time to critique something that's beyond any project I've attempted so far. -That texture on the wall when it's lit up at the end needs improvement. -I think the problem with your animations not flowing smoothly is due to the default Bezier interpolation mode. I can kinda see how your animation speeds up and slows down at each keyframe. If you go to the dopesheet window, under Key there's interpolation mode. If you select the relevant lines and switch that to linear there won't be that acceleration/deceleration around each keyframe and things should flow smoother. -Is that fire fountain at the end supposed to be some sort of spell? Some kind of geometric pattern/runes would help sell that. You've got a fun concept, good characterization, clever monster design. Keep up the good work!
|
# ? Oct 3, 2021 02:31 |
|
|
# ? May 25, 2024 13:39 |
|
go play outside Skyler posted:Hell yeah curvature talk give me more of that poo poo, it's fascinating Bézier curves are polynomial functions, and the smoothness of the curve depends on the degree of the polynomial. Suppose you have a 3D camera that is following a path. With only linear interpolation, it would move straight lines and you would see a sudden jump in velocity every time it goes through a control point. If you combine two linear interpolations you get a quadratic curve; this would show a constant acceleration for each segment of the path, but as soon as you go from one segment to another the acceleration would suddenly change. For smooth acceleration you need at least a cubic Bézier curve, which is the most common type. The curvature at any given point be defined as the inverse of the radius of an osculating circle tangent to that point. There's a handy formula on Wikipedia for computing the curvature if you know the first and second derivative, which is easy to compute for Bézier curves. So just because it is so interesting, I wrote a Python script that can visualize the curvature of a Bézier curve in Blender. It looks for a curve called "BezierCurve" and then creates a new object called "DebugMesh" which shows the curvature overlaid in 3D. code:
For NURBS curves the math gets a bit more complicated but the basic idea is the same.
|
# ? Oct 3, 2021 10:52 |