|
echinopsis posted:idk about their overall business ethics etc but ubisoft make some sweet as gently caress games under all the corporate bullshit i worked for a shitload of garbage companies both in and out of video games where I never lasted more than a couple years and ive been at ubisoft for 7 years and i dont see myself ever quitting unless the corporate culture somehow becomes a shitshow, like it would likely have happened if vivendi succeeded in their hostile takeover rear end posted:Let's not forget that blender, up until like 2 years ago, looked like this. if by 2 years you mean 10 years then yeah
|
# ¿ Jul 31, 2019 12:22 |
|
|
# ¿ May 10, 2024 22:49 |
|
echinopsis posted:assassins creed origins is probably the best game I have ever played i dont work on asscreed but i'm happy that you enjoy it
|
# ¿ Jul 31, 2019 12:58 |
|
Salt Fish posted:I refuse to give Ubisoft a pass in the good software thread. Uplay is a God drat abomination. I was forced to make an account to play a game on steam and I got an email not 5 days later saying they had a data breach and I should change my passwords. welp time to write my resignation letter
|
# ¿ Jul 31, 2019 15:40 |
|
those tutorials own if you play around a bit with the blender modifier stack you can easily figure where most of the things he uses are
|
# ¿ Aug 20, 2019 22:59 |
|
even the zombies at the end are the subject of another 1 minute tutorial https://www.youtube.com/watch?v=xWq-ZPMhai8
|
# ¿ Aug 21, 2019 01:58 |
|
echinopsis posted:https://thebookofshaders.com/ btw if you want to play with shaders i don't know if you already knew it but https://www.shadertoy.com/ is pretty cool
|
# ¿ Aug 22, 2019 13:42 |
|
maybe you have to bake it for it to work in render? would make sense bc otherwise you'd be forced to always render all the frames in order from the beginning
|
# ¿ Sep 1, 2019 10:54 |
|
fart simpson posted:i didnt know what that meant but it gave me the right things to google and you were right nice
|
# ¿ Sep 1, 2019 12:58 |
|
Winkle-Daddy posted:wish the awful app let me only amber the pos instead of the whole site awful.apk does
|
# ¿ Sep 11, 2019 18:47 |
|
Oldstench posted:Practicing with shadow catchers and holdouts. Some of these things are fake, some are real. What do you think is CG? the two things that contain balls and the pen they are pretty good but im on a tablet and had to zoom to get a good look and the noise on these items gave it away also i cant tell exactly what but something feels off with the pink balls, like maybe it seems theres less ambient occlusion than there ought to be
|
# ¿ Jan 27, 2020 08:43 |
|
Oldstench posted:Here's the final render with the above corrected. Really nice!
|
# ¿ Jan 27, 2020 18:20 |
|
echinopsis posted:very slowly it can be done with eevee in real time, as seen at 3:23 in this https://www.youtube.com/watch?v=nxrwx7nmS5A
|
# ¿ Apr 10, 2020 08:57 |
|
|
# ¿ Aug 20, 2020 20:20 |
|
Schadenboner posted:What's that guy on Youtube who has those videos on how to Blender well? if you're thinking about these super cool 1 minute tutorial videos its Ian Hubert https://www.youtube.com/playlist?list=PL4Dq5VyfewIxxjzS34k2NES_PuDUIjRcY
|
# ¿ Sep 8, 2020 18:58 |
|
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
|
# ¿ Sep 27, 2020 11:19 |
|
echinopsis posted:hopefully one day blender is its only fully loaded operating system you can probably edit the windows registry to launch blender instead of explorer.exe i had a friend who got pranked with this by his coworkers where they made it launch minesweeper at boot, he couldn't figure out what was wrong or how to fix it and asked for help about it like a week later he didn't last long at that job
|
# ¿ Mar 12, 2021 16:33 |
|
i may be talking entirely out of my rear end bc i haven't played with blender in ages but I seem to recall that there's a setting somewhere to limit the number of successive bounces that cycles will follow for each ray, so maybe the rays are discarded before bouncing off the sticker (like it was already refracted like 3 or 4 times: once when going from air to glass, then glass to liquid, then liquid to glass again, then glass to air again, and at some point cycles goes like "hey gently caress it that's enough for this one") fake edit: https://docs.blender.org/manual/en/latest/render/cycles/render_settings/light_paths.html
|
# ¿ Apr 6, 2021 17:23 |
|
while i rarely say it i really like your stuff but that last one is amazing it feels like it should be some music album's cover
|
# ¿ Apr 20, 2021 13:22 |
|
echinopsis posted:I gave it a crack recently. the potential is incredible. Our vfx artists at work use houdini to create animated textures for particle effects and they can pull off some amazing things with it Interestingly though they also often use blender to visualize meshes generated by houdini, I guess houdini's renderer may be a bit lacking
|
# ¿ Apr 26, 2021 08:54 |
|
Jenny Agutter posted:loving around with animation nodes. is there a vanilla way to assign an animation loop to an object, then copy the object a bunch but offset the animation on each copy? do you have access to the object's position as input?
|
# ¿ May 4, 2021 19:35 |
|
Sagebrush posted:this is probably a pretty simple question but: what is the proper way to layer multiple materials on top of one another? i think you just create multiple uv maps on your object in "object data properties" then use multiple UV map input nodes to get each of them and plug them into their respective texture, and the rest is just node fuckery to blend things the way you want edit: some good ideas in that lazy tutorial for the damaged sticker https://www.youtube.com/watch?v=BeeVYZsBAYE Zlodo fucked around with this message at 23:55 on May 5, 2021 |
# ¿ May 5, 2021 23:51 |
|
echinopsis posted:does this mean ubisoft use blender? Yeah, Ubisoft uses it. At he studio where I work our vfx artists use it to render stuff they generate with houdini, i remember seeing it running on a technical artist's work station years ago to experiment with materials, etc. I stumbled on our lead vehicle artist playing with it a few months ago, he was super impressed and wished they could get rid of Max which they have grown to dislike for being super slow and annoying. We're going to get there eventually as our various production toolchains improve and become more DCC agnostic. 2.8 got blender to a point where it really caught the industry's attention i think.
|
# ¿ May 13, 2021 07:41 |
|
echinopsis posted:sounds like they could add loops Love for my render to get stuck bc i hosed up and did an infinite loop somewhere You don't want that poo poo to be turing complete
|
# ¿ Jun 30, 2021 08:44 |
|
I've been working on a few things to help our vehicle artists with 3ds max and oh boy is this a monumental piece of garbage, especially compared to blender So there's max script which is some hosed up scripting language w/ barely any ide support and some ridiculous integrated debugger, and you can also use python which have two different apis mapping to max's internals, one that is just automatically generated wrappers around the c++ api and which is not documented, and one generated with swig which is barely documented. Oh and while you're working with that stuff you're like "ok there must be a window somewhere like in blender that can just display the entire scene tree with all the properties etc" but... nope. Meanwhile in blender you have a preference option where it displays equivalent python snippets in the tooltip of absolutely any property widget A tech artist made a thing with 3ds max nodes (think blender geometry nodes) to precompute damage normal maps and when you manipulate geometry like this it loses crease data on the edges because there's like 2 or 3 different mesh representations in 3ds max that all have different capabilities and the one that the node things works with doesn't store crease data, so now we're looking how to preserve this and reapply this and this is nightmarish stuff because anything can gently caress up the mesh's topology (especially converting mesh formats) and basically I'd just open blender nightly builds at home, look at the geometry nodes that can just seamlessly deal with crease data and weep Also you regularly need to kill max (we actually have a special button for that that forcefully kill any and every max process bc artists need to do it all the time) and it takes ages to load
|
# ¿ Aug 2, 2021 19:32 |
|
I mean if all else fails you can always generate the geometry with a python script but I doubt that Sagebrush would go there for a class exercise
|
# ¿ Sep 21, 2021 21:52 |
|
the whole shtick of path tracing is to send random rays across the range of directions where rays should have bounced and use that to approximate the sum of all rays contributions at that point (more rays=better approximation=less noise) and I don't think subsurface scattering works differently
|
# ¿ Oct 5, 2021 09:28 |
|
Kazinsal posted:man I'm so far detached from actual 3D art poo poo that it took until last year for me to discover the wonder of using editable poly in 3ds max instead of editable mesh. yeah max is dogshit and have two mesh implementations, a old one (editable mesh) and a new one (editable poly) and since they're too lazy they haven't updated a lot of code to use the new one so it converts it back to the old one silently in many cases, losing some information (like edge crease) in the process none of this is transparent to the user, who have to janitor the usage of editable mesh versus editable poly by hand
|
# ¿ Oct 28, 2021 10:11 |
|
echinopsis posted:https://giant.gfycat.com/IckyFaithfulIndri.mp4 wonder what it looks like without the effect
|
# ¿ Dec 14, 2021 15:01 |
|
Songbearer posted:The opposite end of the spectrum: big com.sun.java.cock.balls.strategies.policies.providers.factories energy but joke aside lots of structure is generally better than not having enough imo
|
# ¿ Dec 17, 2021 14:54 |
|
your work is inpressive as a matter of fact professional artists tend to work like you are, at last in video games: they make a first rough version to get something working quickly, then they do retakes of it later (unless whatever it was ended up getting cut from the game ) where I work we actually have several levels of quality ranging from L0 (first draft/prototype) to L3 (polished stuff that ships with the final game)
|
# ¿ Feb 8, 2022 14:11 |
|
I also went through a tryhard fps period where i was trying to get good at sniping and it turns out that a lot of the advices to make the best of your mouse for that are useful since the goal is to maximize accuracy and speed A couple thing i remember besides disabling acceleration: set windows' mouse speed to 6 and then make your mouse faster or slower by tweaking the mouse DPI instead, assuming your mouse offers the option that is (otherwise the cursor may sometimes skip pixels) Another thing that helps a lot is to use a large mouse pad and to lower your mouse sensitivity. You need to make larger movements but it means you use your entire arm instead of just your wrist and this helps doing more precise movements
|
# ¿ Mar 15, 2022 15:42 |
|
I had a dust setup for this thing that was entirely in the materials https://i.imgur.com/hoStjEN.mp4 its basically a noise bump texture applied only on horizontal surfaces and controlled with an ambient occlusion node so the dust appears concentrated along edges like along the line where the stand meets the circular base and on top ob the buttons (like yeah its meant to be dust it's not a compression artifact) the effect is kinda subtle but it was enough to avoid the monitor to look pristine I guess
|
# ¿ May 28, 2022 17:17 |
|
I've managed to make soft edges by plugging a bevel input into the normal of the principled BSDF node, you have to play around with the radius and the samples or you could just bevel the geometry
|
# ¿ Jul 2, 2022 14:13 |
|
RokosCockatrice posted:blender, unreal, or unity? I think godot is a more robust option than people give it credit for
|
# ¿ Sep 19, 2022 07:41 |
|
They should create a new type of node graph to procedurally generate other node graphs
|
# ¿ Oct 13, 2022 11:38 |
|
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 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)
|
# ¿ Nov 23, 2022 20:58 |
|
squirrelzipper posted:Blender on Metal has actually gotten really good tho. Not RTX good obv, but really decent compared to old OpenGL/Mac CUDA poo poo Apple actually put a developer to work full time on blender to fix metal support etc
|
# ¿ Jan 8, 2023 12:39 |
|
Sagebrush posted:it's the end of the semester and i'm listening to the students complain about doing their final renderings. Tell them about the denoising options, it's a lot faster and more effective than cranking up the samples
|
# ¿ May 12, 2023 07:47 |
|
hear me out: how about adding noise then denoising to get the denoising artifacts on purpose
|
# ¿ May 12, 2023 14:15 |
|
|
# ¿ May 10, 2024 22:49 |
|
Yeah large open world games already use lots of procedural generation, it's just done offline and as tools used by the artists, rather than just having the whole world be dynamically generated like in say no mans sky Nowadays a cool trick is to have your tools interface with Houdini so you can trace outlines of procedurally generated elements, then your tool gets Houdini to run a generation graph node with that outline as input & automatically integrate the output mesh as an asset in your game right where you requested it in our current game they use it to make for instance super nice cliffs and terrain overhangs. Traditionally since height maps can't really do those you add meshes, but now to make those they just draw the shape of the cliff and Houdini generates the mesh and it gets inserted there on the fly, it's super efficient and gives really good results I guess what unreal is trying go do there is to offer this as an integrated solution so you don't have to pony up for a Houdini license another solution that is possible nowadays is to use blender although geometry nodes are probably not quite yet at the level of houdini
|
# ¿ May 15, 2023 09:31 |