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Kazinsal
Dec 13, 2011


akadajet posted:

other than colors that doesn't look much like windows 98

there's arguing in the comments about whether or not the accuracy is the point, and my lukewarm take on it is that if you're such a loving dork that your workflow is improved by making your software look vaguely like you remember your computer looking 25 years ago when you didn't have to worry about work and rent and insurance and anything more significant than your CAL-I rankings, you should just go the whole nine yards and spend the week of effort on making it *actually* look and behave like software from 25 years ago because your workflow is entirely based on how much of a fake nostalgia gently caress you give

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Bluemillion
Aug 18, 2008

I got your dispensers
right here
Turns out there's a built in add-on (tri-lighting) for quickly adding a 3-light setup:

https://www.youtube.com/watch?v=wHfM-3QUTDY

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Bluemillion posted:

Turns out there's a built in add-on (tri-lighting) for quickly adding a 3-light setup:

https://www.youtube.com/watch?v=wHfM-3QUTDY

thats built in? what a waste of time ive done

Jenny Agutter
Mar 18, 2009

there’s a lot of cool addons built in, it’s worth taking a half hour to browse through all of them

Elukka
Feb 18, 2011

For All Mankind

Kazinsal posted:

there's arguing in the comments about whether or not the accuracy is the point, and my lukewarm take on it is that if you're such a loving dork that your workflow is improved by making your software look vaguely like you remember your computer looking 25 years ago when you didn't have to worry about work and rent and insurance and anything more significant than your CAL-I rankings, you should just go the whole nine yards and spend the week of effort on making it *actually* look and behave like software from 25 years ago because your workflow is entirely based on how much of a fake nostalgia gently caress you give
I don't really get what's so inaccurate about it. It does successfully look old. It's not like applications had a completely uniform standard style, then or now. Blender did actually exist in the Win98 era (it's old as gently caress) and I doubt it looked like Win98 desktop UI elements any more than Blender now looks like Windows 10.

Songbearer
Jul 12, 2007




Fuck you say?

Kazinsal posted:

there's arguing in the comments about whether or not the accuracy is the point, and my lukewarm take on it is that if you're such a loving dork that your workflow is improved by making your software look vaguely like you remember your computer looking 25 years ago when you didn't have to worry about work and rent and insurance and anything more significant than your CAL-I rankings, you should just go the whole nine yards and spend the week of effort on making it *actually* look and behave like software from 25 years ago because your workflow is entirely based on how much of a fake nostalgia gently caress you give

I just think it's cute v:shobon:v

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i just wasted an hour implementing a bunch of 4D primitives as SDFs with the goal of creating idk, a 4D room or something that you could fly through in all 4 dimensions. but it turns out its just not that interesting looking b/c rounded or diagonal stuff just fades in and out as you fly along the W axis, and stuff at right angles just pops in and out of existence. that sounds trippy but its just boring

Corla Plankun
May 8, 2007

improve the lives of everyone
yeah :/ i've bumped up against stuff like that a few times with words/phrases that seem exciting and complex but actually are just as dull as anything if i don't have a coherent design in mind in the first place. in procgen they call it the 10,000 bowls of oatmeal problem but i have also made oatmeal with homebrew fractals, hdris, volumetrics, you name it

i think part of the fun of echi's stuff is he gets into stuff like this (like the heat gradient stuff &c) but he has a really good eye for design so even though he's driven by the same nerd impulse as (i think) a lot of us are, it comes out real cool lookin.

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

yah

Songbearer
Jul 12, 2007




Fuck you say?

Corla Plankun posted:

in procgen they call it the 10,000 bowls of oatmeal problem

I do not see a problem in a yummy scrummy öat bönanza

Dijkstracula
Mar 18, 2003

You can't spell 'vector field' without me, Professor!

echinopsis posted:

https://forums.somethingawful.com/showthread.php?threadid=3858212&userid=0&perpage=40

heh dug up the previous thread. nice flashback to some posters of yore giving their hand at shrek blenders

this is a good thread because it gives some indication as how to start with blender, maybe I'll try to do the same :shobon:

echinopsis
Apr 13, 2004

by Fluffdaddy
https://www.youtube.com/watch?v=FUGqzE6Je5c&t=307s

love me some unreal engine

as you all know


time stamped at some indoor scene which is extremely impressive for realtime

echinopsis fucked around with this message at 10:45 on Nov 22, 2022

echinopsis
Apr 13, 2004

by Fluffdaddy
another video

https://www.youtube.com/watch?v=YX5AoaWrowY

this is about an alternative to photogrammetry I'd never even heard of before.

Songbearer
Jul 12, 2007




Fuck you say?

echinopsis posted:

https://www.youtube.com/watch?v=FUGqzE6Je5c&t=307s

love me some unreal engine

as you all know


time stamped at some indoor scene which is extremely impressive for realtime

I refuse to learn about Unreal Engine 5 because I just learned all this 3d modelling stuff and making models that don't melt the PC every render now you can just make things of infinite complexity and the engine is like

IS THAT ALL YOU'VE GOT

I mean it's actually super cool but fuuuck man

Bluemillion
Aug 18, 2008

I got your dispensers
right here

Songbearer posted:

I refuse to learn about Unreal Engine 5 because I just learned all this 3d modelling stuff and making models that don't melt the PC every render now you can just make things of infinite complexity and the engine is like

IS THAT ALL YOU'VE GOT

I mean it's actually super cool but fuuuck man

Yeah, they play that up, but retopologized models probably improve performance SOMEWHAT.

Jenny Agutter
Mar 18, 2009

doesn’t that only work for static models? You still need to optimize anything that animates

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

Jenny Agutter posted:

doesn’t that only work for static models? You still need to optimize anything that animates

in that video they’re showing swaying foliage and trees that are getting nanite optimized. so simple maybe periodic animations like that seem to work

big scary monsters
Sep 2, 2011

-~Skullwave~-

echinopsis posted:

another video

https://www.youtube.com/watch?v=YX5AoaWrowY

this is about an alternative to photogrammetry I'd never even heard of before.

yeah nvidia released a "user-friendly" package for doing these early in the year and they were all the rage for a month, haven't heard too much more since then so maybe the tech is still a bit more limited than it appears at first glance? otoh if it's hitting big youtube channels now maybe someone has developed it further, i haven't been keeping up. definitely cool stuff though

https://github.com/NVlabs/instant-ngp

Jenny Agutter
Mar 18, 2009

kuskus posted:

Here's something cool and free. FreebirdXR is a Blender plug-in to switch seamlessly between VR modeling and desktop interface.

https://freebirdxr.com/

I used to use TiltBrush to just draw strokes that I'd intend to use for spatial bounds or wireframe and finish the model in Cinema 4D or Maya, but this skips the step of export > import > fix funny scale > fix broken materials. Direct manipulation already in the modeler for tweaking.

https://twitter.com/freebirdxr/status/1588159746602807297?s=20&t=0ZaBby6yWxhK6d0B_T9MYAd

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:


yes but can i click and drag my nodes around in vr?

Jenny Agutter
Mar 18, 2009

fart simpson posted:

in that video they’re showing swaying foliage and trees that are getting nanite optimized. so simple maybe periodic animations like that seem to work

nice, that’s a huge update

echinopsis
Apr 13, 2004

by Fluffdaddy

Songbearer posted:

I refuse to learn about Unreal Engine 5 because I just learned all this 3d modelling stuff and making models that don't melt the PC every render now you can just make things of infinite complexity and the engine is like

IS THAT ALL YOU'VE GOT

I mean it's actually super cool but fuuuck man

things don’t come for free however, the textures and models probably take the same space in memory, in my rocket game I had a few assets at 4k and 8k texture sizes and I couldn’t use many of them before performance took a hit

there are some incredible looking scenes showing off unreal engine 5, but I don’t think it’d be practical to make a game with those assets, not without a lot of reusing them, because all those textures and models are huge file size wise.

that video has a lot of instances of the same tree models, and it looks good for sure, but there will still need to be a lot of thought put into scenes, it’s more like nanite means don’t have to be considerate about LOD but you’ll will still have to give a poo poo about textures and memory




unreal engine absolutely is however an example of what getting the brightest minds onto a job can do however, the lumen lighting system in unreal engine 5 specifically makes for some extremely good results. I thought we’d have to wait for path tracing in real time to get realistic lighting but lumen seems to have bridged that gap pretty well



random thought : wonder if at some stage we’ll have AI doing upsampling on the fly to that going up to textures in a game uses some AI to fake the detail? the power of AI seems to be in its ability to bridge gaps efficiently rather than do everything better than brute force methods. eg how it’s seems best use of GPU is to render at one rez and upscale with AI, rather than render at higher rez

Zlodo
Nov 25, 2006

echinopsis posted:

things don’t come for free however, the textures and models probably take the same space in memory, in my rocket game I had a few assets at 4k and 8k texture sizes and I couldn’t use many of them before performance took a hit

there are some incredible looking scenes showing off unreal engine 5, but I don’t think it’d be practical to make a game with those assets, not without a lot of reusing them, because all those textures and models are huge file size wise.

that video has a lot of instances of the same tree models, and it looks good for sure, but there will still need to be a lot of thought put into scenes, it’s more like nanite means don’t have to be considerate about LOD but you’ll will still have to give a poo poo about textures and memory

Yup. While the technology is impressive, there's also a big marketing component in all that. You still have to account for memory, and for loading times, and also for game installation size. And given that it seems a technology aimed at AAA games, and that AAA are generally open world games, memory and data streaming performance are even more important to get right. You don't want to get an OOM situation in a specific location in the world because there's too much poo poo on screen at that specific place, for instance.

(Re: texture size ask yourself "how large is it on the screen anyway? because unless the thing is seen from close up and fills the whole screen you very likely don't need anywhere as big as 4k)

Bluemillion
Aug 18, 2008

I got your dispensers
right here

echinopsis posted:

things don’t come for free however, the textures and models probably take the same space in memory, in my rocket game I had a few assets at 4k and 8k texture sizes and I couldn’t use many of them before performance took a hit

there are some incredible looking scenes showing off unreal engine 5, but I don’t think it’d be practical to make a game with those assets, not without a lot of reusing them, because all those textures and models are huge file size wise.

that video has a lot of instances of the same tree models, and it looks good for sure, but there will still need to be a lot of thought put into scenes, it’s more like nanite means don’t have to be considerate about LOD but you’ll will still have to give a poo poo about textures and memory




unreal engine absolutely is however an example of what getting the brightest minds onto a job can do however, the lumen lighting system in unreal engine 5 specifically makes for some extremely good results. I thought we’d have to wait for path tracing in real time to get realistic lighting but lumen seems to have bridged that gap pretty well



random thought : wonder if at some stage we’ll have AI doing upsampling on the fly to that going up to textures in a game uses some AI to fake the detail? the power of AI seems to be in its ability to bridge gaps efficiently rather than do everything better than brute force methods. eg how it’s seems best use of GPU is to render at one rez and upscale with AI, rather than render at higher rez

I think it's more likely that there will be an AI that takes a texture and generates the closest procedural node tree it can for it.

Songbearer
Jul 12, 2007




Fuck you say?

Zlodo posted:

(Re: texture size ask yourself "how large is it on the screen anyway? because unless the thing is seen from close up and fills the whole screen you very likely don't need anywhere as big as 4k)

Skyrim modders have some apples that say otherwise

Elukka
Feb 18, 2011

For All Mankind
I think something that gets people too is that intuitively it's easy to think a 4k texture is 4 times as big as a 1k texture, not 16 times bigger.

I did a thing for a game mod where I ended up with about 100 1k textures for a faction's worth of spaceships and it sounded like a lot but it was less VRAM than two full 4k texture sets.

Jenny Agutter
Mar 18, 2009

got Neon Noodle vibes from this

https://twitter.com/dukegunston/status/1596639367962890240?s=46&t=bllcFT0ChTTemqxPX5sjbg

Neon Noodle
Nov 11, 2016

there's nothing wrong here in montana
yesssssssssssssssssssssss

Jenny Agutter
Mar 18, 2009

define cad models in go using signed distance functions ? why not

https://github.com/deadsy/sdfx

Sagebrush
Feb 26, 2012

Jenny Agutter posted:

define cad models in go using signed distance functions ? why not

https://github.com/deadsy/sdfx

barf!!!

SuperDepressing
Feb 19, 2011

https://i.imgur.com/RuoqzpE.mp4

I couldnt sleep, turn sound on for the best experience

echinopsis
Apr 13, 2004

by Fluffdaddy
nice one

Bluemillion
Aug 18, 2008

I got your dispensers
right here

SuperDepressing posted:

https://i.imgur.com/RuoqzpE.mp4

I couldnt sleep, turn sound on for the best experience

hell yeah.

Elukka
Feb 18, 2011

For All Mankind
Can I use this online, I want to use it

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

SuperDepressing posted:

https://i.imgur.com/RuoqzpE.mp4

I couldnt sleep, turn sound on for the best experience

lol nice

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i just got the blender photographer v4 addon and its pretty cool. one of the neat things is it has an auto exposure and white balance thing like a real camera, and you can eyedropper a point in your render and it adjusts the curves and exposure settings for you in the color management section. which gave me the idea to make a little gray card / color card asset that i can drag into my projects. check out this before/after with just that eyedropper tool on the mid grey square


Songbearer
Jul 12, 2007




Fuck you say?
End of the month so it's time for an animation update. This one was just concluding the work I did before, 6000 frames to go and the video will have its polish pass completed. Next year will be smoothing over the cracks, tweaking the fine movement details (torso twists, toe/heel bending, monster mandible movement etc), adding particle effects, scene details and sound - I'm really hoping for an October 2023 release.

https://www.youtube.com/watch?v=XYimlvHXH4I

The next stage of the video will be really fun, and don't worry: The monster gets a big W soon!

Once again, old bit for comparison:

https://www.youtube.com/watch?v=DLRFR1qaQkc&t=79s

Bluemillion
Aug 18, 2008

I got your dispensers
right here

Songbearer posted:

End of the month so it's time for an animation update. This one was just concluding the work I did before, 6000 frames to go and the video will have its polish pass completed. Next year will be smoothing over the cracks, tweaking the fine movement details (torso twists, toe/heel bending, monster mandible movement etc), adding particle effects, scene details and sound - I'm really hoping for an October 2023 release.

https://www.youtube.com/watch?v=XYimlvHXH4I

The next stage of the video will be really fun, and don't worry: The monster gets a big W soon!

Once again, old bit for comparison:

https://www.youtube.com/watch?v=DLRFR1qaQkc&t=79s

Your animation is smooth but I'm just not feeling the camerawork. There's a bit too much movement with too many cuts.

fart simpson
Jul 2, 2005

DEATH TO AMERICA
:xickos:

i think its really incredible that you can focus in and do a huge project like that over the course of years

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Bluemillion
Aug 18, 2008

I got your dispensers
right here

fart simpson posted:

i think its really incredible that you can focus in and do a huge project like that over the course of years

Also this.

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