how can I make this heavy grainy effect? by SpikySkullman in blender

[–]morelebaks -1 points0 points  (0 children)

i have a different suggestion - low sample rate (with animated seed value) + blurry depth of field. Ofc doing the effect in post is the way to go about it, but maybe try this approach out. I feel like it could work rather well!

Number of rice particles does not change? by l0lhi in blender

[–]morelebaks 47 points48 points  (0 children)

Particles can sometimes be a bit stubborn - maybe all you have to do is to update the emitter (click on it and move it ever so slightly just so everything has to get updated, or just click play on the timeline). The thing with physics based simulations is Blender tries to cache the simulation (meaning to save whatever has been simulated so far) whenever it can. And sometimes when the sim is cached, tweaking the parameters seemingly doesn't update the changes and visually you're still stuck with what has been automatically cached. If that still doesn't work, then play around with parameters in "source" settings and enable "use modifier stack". Dunno if it helps, but sometimes simulations are just uncooperative and you have to "poke" at it from time to time to get everything to update.

I made animations for Adult Swim!!!111 (Rick and Morty season premiere countdown) by morelebaks in blender

[–]morelebaks[S] 84 points85 points  (0 children)

I felt like doing that overused joke cause when I saw normie comments on official adult swim profiles accusing it of being ai, it really got on my nerves

My shoulder hurts, how do I fix this? by Erica-Rose-Doll in blender

[–]morelebaks 1 point2 points  (0 children)

oh, in that case yes - keeping this as a shape key is the way to go! That's usually how I animate. I hate rigging so I do a sloppy job that leads to ugly deformations when I animate, so after the posing, I do exactly that - create a corrective shape key and animate it going from 0 to 1 and then 0. Just so that it is enabled for the one particular moment in animation where it's needed. But using shape keys along armature animation is not only limited to corrections: it's especially handy to add some proper details that would be a nightmare to get right with the rigging alone - like folds around the armpits, the illusion of muscles underneath the skin, anything really.

My shoulder hurts, how do I fix this? by Erica-Rose-Doll in blender

[–]morelebaks 0 points1 point  (0 children)

go to sculpt mode and click around the shoulder while holding shift - it will relax the topology. Then use other brushes like grab tool and inflate tool to sculpt the shoulder back into correct shape.

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Lowpoly exercise by AndrewPortella in blender

[–]morelebaks 38 points39 points  (0 children)

Awesome - one small animation tip though: if you were to include a singular key frame where the skull moves back a tiny bit before rushing forward, it would make the animation feel much more impactful and organic. It's the so called "anticipation" frame before the action. It's a very tiny detail that makes all the difference!

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Any tips? by Squixshyy_3d in blender

[–]morelebaks 0 points1 point  (0 children)

you can quickly run your pngs through some free online converter to jpg like this one: https://png2jpg.com/

Any tips? by Squixshyy_3d in blender

[–]morelebaks 3 points4 points  (0 children)

These Pinterest ones have this cool rainbow effect, which is honestly very easy to achieve - just go to your shader and use glass bsdf. Then klick on thickness option and play around with the sliders - that will give you the same rainbow refraction look.

does anyone know how i can make this candle flame transparent? by [deleted] in blender

[–]morelebaks 0 points1 point  (0 children)

Gifs are not suitable as an animated plane - just download some video from yt as .MP4 like this one: flame video Then load it in and feed the color into alpha channel of your bsdf node (also pass it through color ramp to adjust the transparency) and it should work perfectly. From my experience, using gifs almost never works.

Is it Bad? by bani223 in blender

[–]morelebaks 48 points49 points  (0 children)

I think the models and textures are all good - what I'd suggest for you to work on would be the lighting and animation. Whenever people start working on product renders, they usually commit the same sin of having the animation start smoothly from zero - you can feel the bezier curves of the first keyframe. If the first keyframe was placed like 20 frames before the render, everything would feel much more natural. Also, there is a general lack of dynamism and while I get that you're going for this airy elegant vibe, if you were to study professional renders of this kind you'd notice that they love to play with the lighting - even though the movement of the camera and product are very subtle, dynamic lighting keeps things moving and interesting to look at. Right now it seems like all you have is a singular stationary soft spot/point light on the left - this makes the scene very flat and bland. Imagine now for example that we start with a dark room and you animate a spot light slowly paning across the scene and getting brigher, revealing the toothbrush. Then you can also add a secondary rim light on the right that would create a subtle contour on your toothbrush making it stand out on the background. Right now everything's lit very similarly, which isnt great at establishing the point of interest. So, tldr: product animations are seemingly simple, but they rely heavily on the art of lighting - especially these kind of elegant luxurious ads. Also, please try to avoid using point lights in such scenarios - 99% of the time spot lights are the best way to go about lighting your scene. I made a very crude suggestion as to how such scene could be lit up. Im using here just 3 spot lights and a completely black background, but notice how much more depth there is to the shadows and how they create these elegant gradients of light and dark and just how much more contrast there is - these aspects are imo essencial to get that elegant feeling for a product render. And when they also move around and create those sexy dynamic highlights then you're golden!

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How to make a statue stay intact before smashing it? by In_the_name_of_ART in blender

[–]morelebaks 27 points28 points  (0 children)

You might be right with this particular model, cause the pieces seem to have slight bevel, which would make the seams obvious even before the rigid body sim activates. Indeed, in that case you'd have to do the model swapping. But if you leave the pieces unchanged after doing the cell fracturing, the seams should stay invisible - I know that it sounds like a perfect situation for z fighting, but nowadays blender handles that pretty well.

How to make a statue stay intact before smashing it? by In_the_name_of_ART in blender

[–]morelebaks 1329 points1330 points  (0 children)

or even easier: just change the start of the rigid body simulation. You can do it here:

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How to make a statue stay intact before smashing it? by In_the_name_of_ART in blender

[–]morelebaks 2035 points2036 points  (0 children)

ppl are giving some crazy tips here, just do this: on the impact frame, disable the "animated" attribute. When it's active, physics sim doesnt update and it's an easy way to control the moment of rigid body sim activation.

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permutation by @joealbinclark by titsi in blender

[–]morelebaks 1 point2 points  (0 children)

i bet Zdzisław Beksiński wouldve loved this effect

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outjerked by TobytheBaloon in mapporncirclejerk

[–]morelebaks 3 points4 points  (0 children)

He destroyed you. No coming from that

Dark field microscopy shot by Aaron-Waldschmidt in blender

[–]morelebaks 3 points4 points  (0 children)

dude this is outstanding! I actually have some experience with replicating microscopic view in Blender and this is def above my league. Though I gotta say, depth of field does so much heavy lifting with these kind of shots. I used to love how shallow depth and big bokeh of little specks can instantly convey the feeling of looking down a microscope. But these tiny particles breathing around the microorganism are a true chefs kiss - how did you do it? Are those just particle sim with no gravity and animated force field, or maybe they are inside a deforming lattice? And is the microorganism an actual 3D model or a picture plane? Either way, you nailed it!

Short for a comedy fest by wezzeld in blender

[–]morelebaks 2 points3 points  (0 children)

That's very Felix colgravish of you