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/3/ - 3DCG


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File: 425 KB, 1879x909, Captura.png [View same] [iqdb] [saucenao] [google]
982491 No.982491 [Reply] [Original]

spend days looking for the reason the rig kept getting fucked and deformed, went trough all bones and realized for some reason blender put 50% strength of all the mesh on both breast bones........ removed them and now it works as intended with automatic weights


but now when i try to move the character the mesh doesnt move at all even with the right weights on, help?



File: 2.13 MB, 1500x882, wippy.png [View same] [iqdb] [saucenao] [google]
982476 No.982476 [Reply] [Original]

/wip/ - Works In Progress - "You know you guys can make this thread yourselves, right?" Edition

Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>980444

List of free resources: https://pastebin.com/cZLVnNtB (embed) (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2

>> No.982480

>>982474
yeah I'll probably make it thinner and make it just black for now. Have never really messed with grease pencil before now so just trying out whatever random thing comes to mind. long term plan with this model requires simplicity i think. idk yet.

>> No.982484
File: 1.02 MB, 1920x1080, 1711495302935086.webm [View same] [iqdb] [saucenao] [google]
982484

Spent all day figuring out how to redo the "crack".

Forgot to UV before I rendered, so my procedural shader that breaks up the spec didn't work.

>> No.982489
File: 1.62 MB, 1920x1080, City.jpg [View same] [iqdb] [saucenao] [google]
982489

Started putting the full scene together with the car. Which has some preliminary animation on it.
It's extremely early stages. I'm hoping to have a bunch of canals, some bridges across the water to fly through/under, flying traffic in the distance, some highways, and probably some holograms and shit too.
Still, it's nice to finally get this shit in the scene.

It was a fucking nightmare trying to get it all to work though. Turns out my "solution" of randomly generated buildings wasn't conducive to an entire city (who knew). Verts were around 70m (had to array the buildings to make the animation loop), and RAM usage skyrocketed to like 60gigs on render.
I had to go back in and make low poly versions of each of the buildings, which didn't fix the problem. So I had to say "fuck it" for generating a random building in place, and just use the parts I had to make buildings manually (really just turning on the array modifier), and just instancing those with GN instead of generating. RAM use is under 9gigs now. I think I didn't need to make low poly versions of the buildings if I just did that in the first place, but I guess they're nice to have.
In hindsight, I think the main culprit was the "Realize instances", which I was trying to avoid using in the first place (for this exact reason), but with the way I set up materials for the random neon and accents I had to use it because without it they apparently count as separate objects. Blender really fucking needs a "real" randomness shader node, not the object based or island based one.

Still, no better way to figure out if something is actually usable in a project besides actually using it.
And that's it for my blogpost.



File: 70 KB, 1080x636, video.webm [View same] [iqdb] [saucenao] [google]
982422 No.982422[DELETED]  [Reply] [Original]

Hello, I've made my first animation in Blender. Do I have a chance of making it?

>> No.982423

It's extremely choppy. Everything moves at the same time- there is no overlap or successive breaking of joints. It makes no sense that his hands shake around on her hips like that and his fingers are completely static. Your are rotating her wrists on the wrong axis, and there is no offset present on the rotations making it even more robotic looking. The way he is pivoting on his knees is very unnatural looking. Her hair should be rotated towards camera- you can't connect with the character at all because you can't see her face. There is no sense of weight and no arcs. The characters dark skin gets lost on the black background. The face isn't animated at all. His thumb is clipping through her torso. Why isn't she reacting? Even if she wasn't enjoying it and was absolutely bored her face wouldn't be pixel dead like that. Every principle of animation is absent. The shading on her hair is bad.


Nice job otherwise

>> No.982424

>>982423

*her head should be rotated towards camera



File: 908 KB, 1955x1235, IMG_5394.png [View same] [iqdb] [saucenao] [google]
982416 No.982416 [Reply] [Original]

I’m new to sculpting. What tips should I know to help me better understand and visualize the things I want to make?

>> No.982419

ALL /beg/ questions belong in /beg/

>> No.982421
File: 141 KB, 1955x1235, negativeshape.jpg [View same] [iqdb] [saucenao] [google]
982421

>>982416
>What tips should I know to help me better understand and visualize the things I want to make

When you're observing a reference of something and making judgement about the spatial relationship between features,
pay careful attention not just to how the thing you are making line up to what's adjacent locally but look at the distance from that feature
to several landmarks around your subject. Finding out that something is off in your representation is easier if you compare it to the whole.

When you consider a curve or an outline of a feature don't just consider the shape of the feature itself but consider the shape of the outline
itself from the negative empty space side. Your brain has numerous preconceptions what a human is supposed to look like, but if you abstract the
shape from the negative side it is easier to see it for the shape as it actually exist in your reference.

That later is a quick trick to increase your accuracy making your eye measurements much more precise by simply doubling the data you're considering.

Sometimes your mind get tired and you need to walk away from a piece to see it with fresh eyes, but if you are under time constraints and need to judge
your shape more accuratly right now you can do things like flip the canvas upside down, invert the colors etc to stop seeing the surface as a familiar face
and view it more as raw geometry.

Pic related is a demo of how to do that, difference in shape of your cheek bone are harder to spot looking at your face as a face
but are trivial to spot when comparing the negative outline as something unfamiliar.

>> No.982427

ayy lmao

>> No.982431

>>982421
Thank you. I also want to ask you
Ive been trying to closely look at the shadows on the reference because I’m thinking that’s how I can fully grasp the shape of the face and the cheeks, but is this the right way to do this

>> No.982434

>>982431
shadows help inform you but problem is how different light cast different shadows depending on how direct or how diffuse/soft it is so it's difficult to judge geometry with any consistency that way. When I model or sculpt to capture the likeness of someone I like to use video reference and scrub thru and pause at various angles. Working around the face tweaking it from many different angles more rapidly brings out a good overall representation of the head.

Also be wary of what sort of lens is used, 'talking head' type shots of people are often shot with 85mm lenses as those tend to correspond to a flattering natural
sort of perspective distortion representing what that persons face would look like in person at conversational distance from your eye.
When I work on heads my default goto therefore is to view the head in a FOV of 24 degrees as this is representative of a 85mm lens (23.913 deg).
While working on the full body I typically switch to 35mm or FOV ~55.



File: 15 KB, 320x180, mqdefault.jpg [View same] [iqdb] [saucenao] [google]
982356 No.982356 [Reply] [Original]

https://www.youtube.com/watch?v=gKR1FHc7Iuc
this guy looks like chudjak,
also are mechanical /CAD mods in blender worth it? assuming most of us aren't going to buy solidworks

>> No.982357

https://www.freecad.org/



File: 169 KB, 965x655, blender_vs_maya_cover.1102x655.jpg [View same] [iqdb] [saucenao] [google]
982263 No.982263 [Reply] [Original]

Is learning blender a waste of time if I'm serious about learning animation?
I just want to animate anime girls with bouncy boobies fighting with weapons and magic like RWBY.
I've seen people say that Maya is better for animation than blender but I've not seen people actually explain what makes it better specifically. Is it the UI or something? I only have experience in Blender and cinema 4d. I prefer animating in blender over C4D. Right now I'm not doing shit professionally but I don't want to waste time learning Blender if I'm just going to have to learn Maya later. I'm not getting any younger over here.

I've taken a 3d animation and modeling course at college just for an art minor. I plan on taking animation again but learning Maya instead of cinema 4d. Would it be better to just fuck around in blender making meme shit until this fall or should I just dive into Maya?

>> No.982270

>>982263
Maya if you want to get a job

>> No.982304

animation is animation, software is less than 1% of the actual work. Blender is free, so that's good enough for me. I have used maya too and personally I like it but this shit isn't my job and at the end of the day I prefer blender's ui and ease of use over maya. mostly I just know blenders shortcuts better.

studios use maya because they have always used maya. if they could seamlessly move to blender and save a buck without disrupting the pipeline, they would. but it would unironically cost more time and money to transition to blender than it would to simply maintain the status quo. so yeah, if you want a job go with maya. blender will always be there for you if you want to play with bouncy anime tiddies though, there is no rule against using both programs.



File: 426 KB, 1600x1483, Immagine WhatsApp 2024-05-01 ore 13.14.49_944df07a.jpg [View same] [iqdb] [saucenao] [google]
982242 No.982242 [Reply] [Original]

a casual image that i will use for my new album

9 replies omitted. Click Reply to view.
>> No.982366

>>982345
Poser and Bryce weren't nearly as popular as AI today.They were only known in the relatively small CGI community back then and not used by every normiefag like AI generators today. But it's true using Poser was looked down at by a few of those that could even model, rig and animate a character.

>> No.982369

>>982345
For most of the zoomers participating in this “movement”, it started when this particular video showed up in their home page on YouTube [https://www.youtube.com/watch?v=JK8ilaPZbKE]. This isn’t a guess, this is THE answer to the question from someone who’s in the know.

It may not mean much to you since this was just the mundanity of everyday life back in the day, but I think it’s something special when you look at it with fresh eyes. There was something really magical about watching this video for the first time, with the ethereal music and the surreal visuals. For people who grew up playing low-poly games, watching 3dcg cartoons, and looking at the Windows pipes screensaver, “bad graphics” is something they can look past and actually appreciate what’s there. These images could be recreated using modern software to get something that looks cleaner, but then the dreamlike quality they have would be gone.

For a moment, imagine being a teenager during the 2010s. Most of what was at the forefront of “aesthetics” was corporate minimalism, mobile games AAA realism made by people with no artistic sensibilities, and pop stars and rappers encouraging people to be degenerates. After a decade of anti-aesthetics, I like to believe a lot of young people are copying things like old CGI, Y2K, Frutiger aero (dumb name), etc. because the things they experienced during their childhood were legitimately better in all regards than what they got later in life. I suppose the 2010s had vaporwave, but that got old quick when everyone started jumping on it without any creative ideas, just like what’s happening with this. Ultimately, that's the problem with OP’s pic. It could be due to a lack of ideas, but I could also just be because he doesn’t know how to use his program, and is limited to only the most basic tools.

>> No.982373

>>982369
Have you tried getting a degree in psychology instead of posting?

>> No.982376

>>982373
No, what for?

>> No.982395

>>982369
I'm the guy you responded to, thanks for providing a legit sounding answer. I suppose the people nostalgic for this are the ones who are maybe half a decade younger than me and this is part of their connection to what then remained of a 'pre-internet' type world.

Obv the internet was already there for them but it was in it's infancy without the social networks, tubesites and smartphones etc.
I guess I understand what they say when talk about how legacy media and games had more 'soul' I'd tend to agree with that statement.
Where I'm lost is when they point to things like 'Frutiger aero' and 'Bryce 3D' type aesthetics as representative of that 'soul'
because to me that would represent the peak 'soul-less' of that era they're reaching back to.

Maybe it's more about having something easily reproducible that's just iconic for the time. Like how ugly juxtaposed neon colors & slalom patterns can invoke certain 80's nostalgia.



File: 1004 KB, 1047x1546, cunt.png [View same] [iqdb] [saucenao] [google]
982233 No.982233 [Reply] [Original]

Need help, I'm relatively new to charactermodeling in blender and ambitiously chose to go for an anime-ish style. I edited the normals to make the lighting more presentable, but to my knowledge you cant edit the normals for individual shapekeys, which sucks because facedeformation messes with the light.
Is there a quick and easy work around for this or do I have to redo my shapekeys manually, but better?
It's supposed to be a game asset at the end of the day.

3 replies omitted. Click Reply to view.
>> No.982238

>>982233 (OP)
that is done with normal transfer.
https://www.youtube.com/playlist?list=PLCDENUgqPEBjWoaDwXo2KEgwHaSovNcgC

>> No.982252

>>982236
Cant be exported>? Cant be exported to what? I use custom normals in a unity project and they imported fine

>> No.982257

If you're using data transfer in Blender to keep the face normals working through deformations via shape keys, just know that deformations will still break the face normals on export to Unity/Unreal. You'll have to modify the face normals per frame like how CC2/Arc System Works handle it.

>> No.982258
File: 183 KB, 1800x1013, 1710103949825875.jpg [View same] [iqdb] [saucenao] [google]
982258

>>982257
Another solution which I've seen used in Hi-Fi Rush and Genshin Impact is to use an SDF texture. You'll have to set up a custom shader in Unity/Unreal but the huge benefit here is that face deformation of any kind won't destroy the normals. Downside is that you're essentially using psuedo lighting. It's not 'real' but it doesn't matter.

>> No.982279

>>982258
This, the best sol



File: 11 KB, 240x240, 20240502_025256.jpg [View same] [iqdb] [saucenao] [google]
982176 No.982176 [Reply] [Original]

Did anyone know what happens to @BeanBeanis
All platform had been deleted

>> No.982178

No idea who that is but based on your picture I can scry how it was Jail Jesus or both.

>> No.982179

>>982176
probably nuked for making something too based with etna and flonne apparently

>> No.982224

>>982176
I was hoping to see more of his content but he deleted his pixiv account

>> No.982275

>>982176
I think that he committe



File: 453 KB, 883x667, Unt123+ed-1.png [View same] [iqdb] [saucenao] [google]
982165 No.982165 [Reply] [Original]

Is lowpoly handpainted still a thing? Is blizzard still hiring tons of artists for WoW assets? What do you guys think of my ancient tome?

>> No.982170

Low poly 3D is currently trending. But the texture work is typically low resolution as well, in order to simulated early 3D graphics like the Playstation 1 and 2. I think high resolution painted textures look better than low res pixelated textures. But I personally find the WoW style appalling to look at. I'm more of a Wind Waker kind of guy.

I don't know what Blizzard is doing. But some of my favorite indie games could have benefited from better texture work. Like a Hat in Time would benefit from higher quality textures. Maybe knock on some doors in the indie space to see if they have work?

Tome looks cool.

>> No.982251

You wanna make your portfolio you make this same book in a dozen different styles.

>> No.982255
File: 449 KB, 828x916, Draww.jpg [View same] [iqdb] [saucenao] [google]
982255

>>982251
It's for that labor that AI was made.

>> No.982272

>>982165
I fucking hate that st



File: 268 KB, 381x307, lsalfk;ajg.png [View same] [iqdb] [saucenao] [google]
982142 No.982142 [Reply] [Original]

hello, need a bit of help
I'm planning to make an irl coin and for that I'm planning to 3d print a prototype for making a mold out of. Probably will use the light sensitive resin. Anyway
I need to know if I should make my model the same size as the final print or make it bigger. The size of final print is diameter 27.3 thickness 1.78
I only realized how small it is when my low qality ref pics were around 100x bigger than the basic cylinder
tldr: if I want to print something small, should the 3d model be the irl size or bigger

5 replies omitted. Click Reply to view.
>> No.982151

>>982149
who the fuck is cris

>> No.982152

>>982151
Sorry. I forgot you've transitioned >>981897

>> No.982153

>>982151
Chris is the

>> No.982154

>>982152
im not cris lmao

>> No.982159

>>982154
You are definitely Cris, don't den



File: 43 KB, 667x593, 10c.jpg [View same] [iqdb] [saucenao] [google]
982133 No.982133 [Reply] [Original]

Could AI make rigging obsolete? I'm tweaking right now and obsessed with this idea of creating an alternative animation system that doesn't require rigging. Basically you would just have your sculped or retopo'd character, click a button, and IK/FK handles for animation would appear. But instead of bones and weight painting, which are essentially just constraints, the animation is purely done by deforming the mesh. kind of like fluid animations or blend shapes on steroids. the AI would then automatically constrain the deformation like weight painting would on a rigged character. I understand that this would result in worse performance than rig based animation and also cause problems with UV mapping, but just try to think of the benefits and how things could be 10 years from now. Pic related, my first attempt.

>> No.982134

It would be a prime application example for AI but so far it hasn't been implemented yet

>> No.982135

>>982133
AI in 3d is a meme for everything except for rendering.

>> No.982141
File: 636 KB, 640x480, 0001-0300.webm [View same] [iqdb] [saucenao] [google]
982141

I partially agree, in fact I'm trying to do something non-erotic that exemplifies the co



File: 922 KB, 999x579, dzdz.png [View same] [iqdb] [saucenao] [google]
982063 No.982063 [Reply] [Original]

Hello 3DCG, i'd appreciate some help learning about 3D, specifically animation. i don't know much yet, but i'm trying to learn and i had 2 questions. thank you

there was this app I remember which converted footage into 3D rendered environments. i'm not looking for quality or anything professional, i just want to quickly convert images into these low poly, weird 3D like pic rel

pic came from this video:
https://www.youtube.com/watch?v=evOpfRkZjDM
check it out, it has that distorted, low quality, low polygon look i'm trying to recreate. and if i'm not mistaken they used that app. any recommendations are welcome

i'd also like to know which programs experts here recommend to beginners getting into 3D, specifically animation. i read the sticky and it seems to be more oriented towards modeling. so as a beginner looking primarily to composite scenes, import low poly models, some light character animation & do some basic camera work, which program would you recommend? maybe some underground, lesser known, older programs that you see people rarely mention? i'm open to anything, i played around with Bryce 3D and it's pretty incredible

thank you!

>> No.982064

>>982063
make a few pics from different yet close camera angles and pretty much most 3d software will turn it into a cgi scene
>how
idk, but it is there, so learn it

>> No.982065

the video you've linked is the result of bad photogrammetry - there are a bunch of different applications out there that perform similarly
if you don't give too much of a fuck and are diy (you seem like the type), you should look at phone apps that will get you results like that straight from your phone - again, the word you're looking for is photogrammetry - usually people try for high quality results, but if your settings are low you'll get results like the ones you want

you should just use blender as your dcc for now (it won't do the photogrammetry, you'll need to do that somewhere else and import the files in), you can get results like your vid pretty easily. plenty of resources out there. you might be tempted to learn some hipster shit and yeah that's fun, but you won't go far in /3/ without solid foundations. do the boring normie stuff first.

>> No.982077

>>982065
"photogrammetry" that's extremely useful in my search, thank you!

>> No.982086

>>982077
Photogr



File: 88 KB, 1920x882, it's too over now.jpg [View same] [iqdb] [saucenao] [google]
982013 No.982013 [Reply] [Original]

https://lumalabs.ai/genie?view=create

babe, wake up!
it's almost time for your daily demoralization thread.
>Luma AI
>Just type and create 4 shitty low poly assets!
How long until it's 4 employees?

8 replies omitted. Click Reply to view.
>> No.982056
File: 318 KB, 1274x962, Bryce (1994).jpg [View same] [iqdb] [saucenao] [google]
982056

>>982013
modelers BTFO yet again then?

>> No.982060

>>982013
Cris you made this same thread in January and it is still up >>971511 and these threads >>981331 >>980074 are yours too, stop flooding you retard.

>> No.982127

>>982028
>chocking

>> No.982324

>>982013
is it free? do they limit how many attempts you have?

>> No.982361

>>982013
Sounds great! AI art will reduce the cost of delivering video games by reducing the asset development time and employees.





File: 272 KB, 1280x720, proxy-image.jpg [View same] [iqdb] [saucenao] [google]
981946 No.981946 [Reply] [Original]

>I have purposely taught them wrong
>as a joke

33 replies omitted. Click Reply to view.
>> No.982472

>>982468
The day he would usually post a new tutorial on his website came but this time, instead of the usual doughnut, it was an an hour long ultimatum to the Blender Foundation.
He started pointing out (with the help of infographics) how non-compliant Blender's UI was with the latest Microsoft Usability Guidelines (or whatever that thing has called I don't remember) and he stated that that was problem.
He also stated that if the Blender people refused to listen to his demands, he would have found it difficult to continue to make tutorials for Blender and that he would have had to move his operations to another software (which was implied to be Cinema 4D I think).
...wait for part 3

>> No.982477

>>982472
But Andrew is a reasonable person and as such he had a proposal. One that the Blender Foundation couldn't refuse in order to avoid Total Tutorial Catastrophe.
So, here was the deal: a TOP TOOL BAR. Blender needed to have one because after all the most used and most sold software at the time had one. Some software like Internet Explorer even had many.
...wait for part 4

>> No.982482

>>982477
He presented a mock-up of the toolbar. It would have been a gray box about the size of a quarter of an average screen.
It would have contained pictures such as one of a triangle, one of a cube, one of sphere and so on.
The user would have then moved their pointing devices towards one of those pictures and the corresponding primitive would have been added to the 3D drawing area.
And with that, Andrew's video ended and was presumably submitted to the attention of the relevant people at the Blender Foundation.
...wait for part 5 (conclusion)

>> No.982483

>>982482
Another week went by and what happened behind the scenes I don't remember in detail but Andrew was back making video tutorials for Blender like nothing ever happened and to this day, Blender doesn't have a top tool bar.
In conclusion, maybe I'm judging him too harshly but for me after witnessing the events above in person, it's really hard to take anything the guy says or do seriously anymore.
He should have taken the offering he had from Maxon or Autodesk (if he ever had one) and never looked back.

>> No.982485

>>982483
You should subscribe to his newsletter. Never have I witnessed a more comprehensive collection of bad takes in one place. It seems he lives on the objectively wrong side of history on everything from crypto/NFTs to AI. Not surprising since his primary grift is selling assets his minions create in the slave mines, replacing them with AI and binding the results in crypto probably gives him a dangerously extended stiffy.



File: 279 KB, 872x796, Screenshot 2024-04-18 132831.png [View same] [iqdb] [saucenao] [google]
981880 No.981880 [Reply] [Original]

Creating garment assets for game environments.

Seems it's a bit niche?

Pivoting from a Rhino + SolidWorks / Blender (to render) background.

What should I know?
Do you have tutorial/ resource recommendations?
**yes i have checked the intro guide**

>> No.981882

program is simple. you can learn 100% of it in a few days.
pattern cutting, depending on what you want to do, is not. you can learn 30% of it in a 3 year university degree.

>> No.981883

Does it make more sense to texture in CLO or bring it to blender and texture it there?

>> No.981893

>>981883
No. Marvelous has a view to layout uvs, just do that, export and texture wherever you normally do. Marvelous will export stitching at geometry iirc. You're better off building that into the textures with something like substance painter (or redo the stich geo procedurally in Houdini or geo nodes if you need autistic levels of detail)



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981764 No.981764 [Reply] [Original]

I bought a 4090 to do 3D but apparently physics simulations use processor exclusively. What the hell man...

6 replies omitted. Click Reply to view.
>> No.981803

Physics has nothing to do with graphics. What did you expect?

>> No.981819
File: 69 KB, 998x511, OMFG.png [View same] [iqdb] [saucenao] [google]
981819

>>981777
HOLY CHECKED!

CAPTCHA GAYX

>> No.981828

>>981819
Look mommy, I'm in the screenshot!

>> No.981832

SAME! But instead of physics, it just viewport playback. That uses exclusively processor to track objects (Makes sense when you take in consideration the processing tree)

>> No.981849

>>981764
>>981803
Is this a shitpost thread? The GPU has its own processors you can just make it compute with the GPU



File: 36 KB, 207x152, file.png [View same] [iqdb] [saucenao] [google]
981736 No.981736[DELETED]  [Reply] [Original]

hey guys. just made my first 3d model. let me know what you guys think of it :)

1 replies omitted. Click Reply to view.
>> No.981742

>>981736
looks pretty retro cgi 90s studio ghibli. do you have any retro cgi 90s resources and tutorials? ps1 lowpoly graphics nintendo. studio ghibli low poly 90s cgi. how did you make low poly 90s anime cgi in studio blender?

>> No.981747

>>981736
This is Scuttlebug from N64 Mario.

>> No.981749

I like him :)
I will cast him into the stew with garlic and onions

>> No.981752
File: 200 KB, 459x304, sskjfhdskfs.png [View same] [iqdb] [saucenao] [google]
981752

He's cooked

>> No.981759

>>981736
forced soul and cringe



File: 625 KB, 720x864, chain reveal.webm [View same] [iqdb] [saucenao] [google]
981610 No.981610 [Reply] [Original]

I made product renderings for a client and it went great but now the client is asking for an animation like vid related.

I tried the (newly updated) particle simulation in C4D to try to create a body of liquid and also tried xParticles but both runs like shit on my M1 MacBook. I tried my best to optimize the simulations following multiple tutorials online but I cant get semirealistic results.

Now that I am thinking about it I might be vastly overcomplicating things since I basically just need to raise the product from a plane that somewhat sticks to the object.

Does anyone have an idea for a method I could use to achieve the effect in a much simpler way? I must be missing something.

18 replies omitted. Click Reply to view.
>> No.981789

>>981778
VFX just means you do it as compositing in a videoediting software. You render out your mesh and a depth pass and inside your video editing software you'd set up layers to blend it all together to make a transition between your CGI and your other layer using your Z-depth.

I work real-time stuff so I haven't touch any videoeditor in years but 'adobe premiere' and 'after effects' was what I used back in the day and it was really easy to just jump in and use those as it's basically a photoshop for videos and I already knew my way around photoshop inside out.

There's probably better suites available, all the VFX tryhards used different software back then too but I can't recall their name.

>> No.981818

>>981685
>>981699

How's that discerning eye of yours now you sad fuck?

>> No.981821

>>981818
pretty good, man; feels great to be better than everyone else. how you doing?

>> No.981911

>>981610
Is this even particles and not a plane intersecting with a special shader?

>> No.982323

>>981711
>>981695
OP's video is using a high viscosity fluid sim in reverse.