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#blender3d

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"oddlove"

Frame from a Blender displacement shader animation experiment, using pixelfed's new support for webp, which is very welcome. Please let me know if there are any issues. (Devs, please add support for AVIF, when you can!)

#b3d #blender #cycles #blendercycles #blenderart #blender3d #blendercommunity #blenderrender #animation #3danimation #motiondesign #cyclesrender #abstract #abstractanimation #abstractart #mograph #motiongraphics #digitalart #digitalartwork #cgi #cgiart #abstractanimation #longlivethenewflesh

Hey everyone! We've just started a new series where we're diving into the best shading and lighting tools for Blender. Think commercial add-ons, assets, everything you need for industry-standard shading and lighting effects - right in Blender. 🧵

We kicked things off with Light Wrangler.

1/?

There's really no point in polishing this -- it'll be out of date in even a couple of days. But I did use Kdenlive and Inkscape to lay out how I'm doing on finishing this episode, for my own use.

Since I released a preview version of the whole episode on Patreon, I have "safety" versions of every shot -- but some are much better than others.

So I'm sort of moving in priority order -- trying to fix the worst-looking and easiest-to-fix problems first. That's a bit of a judgment call, of course.

The biggest mess is definitely the "suiting up" sequence -- there's a number of different kinds of problems there. But it's also not the most critical to the story.

So, I'm first replacing the old "Teaser Trailer" vignette animations, which were in an earlier style that's inconsistent with the current look first.

Then I'll look into that glitched character rigging problem after.

Other things are pretty optional -- if time allows, I'll replace the trick I used for the moving train exteriors with real renders of the track/environment. But the trick actually looked pretty good, so I don't know if that really matters.

I've got maybe two weeks left that I can work on this in.

I think I can make it if I can stay focused. My world is being pretty distracting right now, between personal car problems, and money problems, and those other things that are distracting us all.

#Blender3D #Animation #LunaticsProject

Continued thread

Actually, let's just look at the reflection layer for those two shots.

Kind of weird that Georgiana's face shows up -- that's probably some kind of internal reflection? Hmm. I may have both inner and outer surfaces of the visor modeled? Probably just going to let that be.

But also, we DO have some of the console here. That could be good, because I believe the console lights will be animating some in this shot -- at least the launch timer should still be going.
#Blender3D #Animation #LunaticsProject

Starting to recreate this shot, today. The characters are already in basic static poses. And I've got shot cameras -- but they weren't animated yet.

So I'm starting with the camera direction -- picking some key frames to render. Note the reflections in the visor -- this is a tricky thing to control, because they only show up in the render, so it's one of the main thing I look for in my key frame renders.

Georgiana's head is turned to look at the console right now, and doesn't move, yet. Of course this is mostly a reaction shot, so her facial animation will be the main point of the shot (see the comparisons to the original version of the shot). But I'm not to that yet.

Bear in mind: the only shared model here is Georgiana's spacesuit. Georgiana's face/head model has been modified a lot, and the Soyuz module interior and acceleration couch are all new.

Pictures compare current (WIP) and original (Teaser Trailer) shots.

I need to check the timing to match the original. Then I'll probably block the character animation. And then adjust lighting -- I need to bring the cabin lights down, and add the special lighting, which includes a spotlight for the sunbeam and then a blue glow from the Earthlight. After looking at these, I think I'd better put in a flat reflector panel for the Earth, because I can see detail in the original reflection and of course, it's just black in the current shot.
#Blender3D #Animation #LunaticsProject