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If you're making the shape by scaling the rings on a cylinder, the top will look weird because it has lots of vertices in the same position. If you use the "merge by distance" node it should merge them into 1 vertex and fix the weird normals.
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# ? Nov 24, 2023 21:12 |
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# ? May 3, 2024 13:39 |
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Campfire Company The people look a little bit more creepy than intended but worked out ok I think
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# ? Nov 24, 2023 21:54 |
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Komojo posted:If you're making the shape by scaling the rings on a cylinder, the top will look weird because it has lots of vertices in the same position. If you use the "merge by distance" node it should merge them into 1 vertex and fix the weird normals. Nice!
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# ? Nov 24, 2023 22:36 |
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toiletbrush posted:Campfire Company Is this an outer wilds homage?
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# ? Nov 24, 2023 23:18 |
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toiletbrush posted:yeh this isn't a problem I solved, I just got it as close to ok as I could, and giving it a texture with some subsurface scattering hides most issues i mean you end up having a ton of little tiny almost overlapping faces with normals pointing out radially. it always makes the shading look weird Komojo posted:If you're making the shape by scaling the rings on a cylinder, the top will look weird because it has lots of vertices in the same position. If you use the "merge by distance" node it should merge them into 1 vertex and fix the weird normals. but yeah this makes sense. its probably The Way
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# ? Nov 25, 2023 02:09 |
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toiletbrush posted:Campfire Company awesome! ive been intimidated to even try a person in any of my nodevember prompts because it seems so difficult, but i think you nailed it for what youre going for here
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# ? Nov 25, 2023 02:10 |
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im still 75% done with bubble bath but havent had any time at all to work on nodevember for the past couple days. that will change soon
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# ? Nov 25, 2023 02:13 |
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work in progress on bubble bath. need to add the bubbles and fill it out a tiny bit more
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# ? Nov 25, 2023 04:10 |
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distortion park posted:Is this an outer wilds homage? fart simpson posted:work in progress on bubble bath. need to add the bubbles and fill it out a tiny bit more fart simpson posted:awesome! ive been intimidated to even try a person in any of my nodevember prompts because it seems so difficult, but i think you nailed it for what youre going for here
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# ? Nov 25, 2023 10:36 |
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the plants in the windowsill are recycled from board game binge and the trees outside are from lovely lake
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# ? Nov 25, 2023 14:48 |
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toiletbrush posted:I've made a meta-balls type group that made it pretty easy - it's basically joined geometry -> volume -> mesh -> a bunch of smoothing iterations. Should come in handy for Softest Sofa. that makes sense. sound basically like an SDF, which are what metaballs use internally
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# ? Nov 25, 2023 16:34 |
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So I tried making a hair shader using a repeat zone in geometry nodes, the upside is the amount of hair doesn't affect the amount of geometry, so you can have tons of it, but on the downside you need to set light-paths to 200+ steps and Cycles hates it and goes a bit nuts, it also takes about 1 second per render pass for this ball that has 20k polygons: You can also do neat effects without needing much geometry, this has the same number of faces as the hair pic above: But, it looks a bit rubbish and is missing a bunch of stuff that makes hair look like hair, so I'll go with geometry tricks instead. Sofa is looking mighty comfy though:
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# ? Nov 25, 2023 18:26 |
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Entering the final stretch... Mall Mayhem Campfire Company Softest Sofa Festive Fair
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# ? Nov 25, 2023 20:40 |
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drat that texturing on the bears + sofa is great, is it just a bump map or is there more going on? mall madness looks exactly like my local cinema
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# ? Nov 25, 2023 20:59 |
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roller coaster is very pleasant
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# ? Nov 26, 2023 03:13 |
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toiletbrush posted:drat that texturing on the bears + sofa is great, is it just a bump map or is there more going on? It's the same effect I used for my hedge maze, which is based on a hair/fur effect I came up with a while ago. I mainly created it to get faster rendering in Eevee but it works pretty well in Cycles. It's actually made up of several layers that are parallel to the main surface. I used geometry nodes to duplicate the faces and shift them along the normal direction, then I set a color property for each layer that ranges from black to white. In the material shader, I'm using that color attribute for the alpha clipping threshold of a noise texture so it gets more transparent on the upper layers. There's also a bit of bump mapping based on the noise texture. After I finish the last Nodevember render I might write some more in-depth tutorials here for how I did some of the effects.
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# ? Nov 26, 2023 06:50 |
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it's shell texturing, right? do you use fake ambient occlusion in your shader by making the deeper layers darker, or do you rely on the actual shadows of the upper layers?
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# ? Nov 26, 2023 07:26 |
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Komojo posted:It's the same effect I used for my hedge maze, which is based on a hair/fur effect I came up with a while ago. I mainly created it to get faster rendering in Eevee but it works pretty well in Cycles.
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# ? Nov 26, 2023 13:24 |
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Softest Sofa Got some variations cos I'm really not sure what I prefer Gave up with hair shaders, so it doesn't look as soft as I wanted, but whatever
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# ? Nov 26, 2023 22:53 |
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gummy couch
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# ? Nov 27, 2023 00:55 |
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toiletbrush posted:So I tried making a hair shader using a repeat zone in geometry nodes, the upside is the amount of hair doesn't affect the amount of geometry, so you can have tons of it, but on the downside you need to set light-paths to 200+ steps and Cycles hates it and goes a bit nuts, it also takes about 1 second per render pass for this ball that has 20k polygons: isnt that shell texturing?
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# ? Nov 27, 2023 01:26 |
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Komojo posted:Entering the final stretch... all of these are good how'd you do the fire? i cant figure fires out... also i really like the roller coaster
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# ? Nov 27, 2023 01:27 |
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toiletbrush posted:Softest Sofa i like the colors in the original post best also did you do that shell texturing thing again for the rug? the rug looks perfect
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# ? Nov 27, 2023 01:28 |
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finally had an hour to finish bubble bath
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# ? Nov 27, 2023 01:38 |
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i made a little person with signed distance fields that sorta looks ok if you squint enough
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# ? Nov 27, 2023 13:31 |
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fart simpson posted:i made a little person we call them tori's now
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# ? Nov 27, 2023 13:52 |
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Wheany posted:do you use fake ambient occlusion in your shader by making the deeper layers darker, or do you rely on the actual shadows of the upper layers? No ambient occlusion, but there is bump mapping from a displacement node. fart simpson posted:how'd you do the fire? i cant figure fires out... The fire is just a noise texture with some distortion hooked up to a color ramp node. I experimented with volumetric material but ended up just using a 2D texture. To make the edges fade out, I made a circular pattern using the distance to a fixed point hooked up to a map range node, then multiplied that by the noise texture. It took a bit of fine-tuning to get it to look nice. The fire is emitting light onto the scene, but it wasn't bright enough so I also added an orange spotlight. The trick to making it look brighter is to add a glow effect in the compositor. Use a brightness/contrast node with clamping enabled to isolate the bright spots, apply a blur filter and then add that to the un-blurred image.
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# ? Nov 27, 2023 16:23 |
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why not just use the fog glow glare node?
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# ? Nov 27, 2023 16:26 |
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^^^ Real nice final image, Fartfart simpson posted:also did you do that shell texturing thing again for the rug? the rug looks perfect This absolutely murdered my laptop.
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# ? Nov 27, 2023 19:42 |
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toiletbrush posted:^^^ Real nice final image, Fart ok, yeah, that's a soft sofa
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# ? Nov 27, 2023 20:33 |
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fart simpson posted:i made a little person with signed distance fields that sorta looks ok if you squint enough
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# ? Nov 27, 2023 23:18 |
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toiletbrush posted:I think I know where this is going and I salute your efforts i was getting stuck and frustrated with that one so i moved on to campfire company. i will return to the mall eventually https://cdn.discordapp.com/attachments/1093004633313660960/1179217940642529361/campfire_company.mp4
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# ? Nov 29, 2023 01:32 |
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i tried doing a 2d thing like komojo did and i couldnt figure out how to make it work, like at all. so i ended up throwing a musgrave texture into an emission volumetric with a bunch of other animated noises and animated masks i made the stones with brick and noise textures offsetting the normals on a highly subdivided sphere and the logs in the fire i made with rounded cone SDFs with voronoi subtraction
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# ? Nov 29, 2023 01:35 |
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toiletbrush posted:^^^ Real nice final image, Fart this is the one
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# ? Nov 29, 2023 01:35 |
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https://files.catbox.moe/lk9ocj.mp4 made a quick one for Beach Business
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# ? Nov 29, 2023 05:09 |
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hell yeah, nice! what did you do for the waves? they look good
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# ? Nov 29, 2023 05:43 |
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thanks, they’re just a wave texture with some distortion applied to a grid , simplest thing possible
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# ? Nov 29, 2023 13:17 |
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Jenny Agutter posted:https://files.catbox.moe/lk9ocj.mp4
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# ? Nov 30, 2023 01:49 |
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Beach Business Technically cheating because I used an image as a texture, but technically that was done in Blender too so maybe its ok?
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# ? Nov 30, 2023 01:50 |
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# ? May 3, 2024 13:39 |
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toiletbrush posted:That's really cool, I wish the animation was longer! it loops perfectly, don’t know how to get the host to loop it tho and Imgur is completely nonfunctional for me
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# ? Nov 30, 2023 02:07 |