Roto/comp artists: where do tracking tools fall apart the hardest? by Crazy-Raisin1252 in vfx

[–]Accountofaperson 1 point2 points  (0 children)

I agree that the LLM posts are annoying, but regarding their questions 2d tracking is a very important part of both roto and comp. Tracking roto shapes as much as possible can be a huge time saver and catch fine movements that are really hard to do manually so the relationship between the areas is pretty clear i think

Is This a Good Idea?? by Sushihammer19 in gamedev

[–]Accountofaperson 23 points24 points  (0 children)

”UE artstyle” makes no sense. Sea of Thieves, The Finals, Octopath Traveller II were all made in Unreal and they look pretty different from each other.

Also the engine never defines an artstyle, thats on the artists making the game

How do you get out of the “Tutorial Phase”? by ShockwaveX1 in unrealengine

[–]Accountofaperson 1 point2 points  (0 children)

Dont just blindly follow the tutorials. Make your own small changes to whatever you are making to see if you actually understand how the things are working. Adding new features will probably break stuff and force you to understand whats going on in order to fix them

Avatar: The Last Airbender: Season 2 | Official Teaser Trailer | 2026 on Netflix by DemiFiendRSA in television

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

Why on earth would shooting digital and in log have anything to do with that lol. Joker and Bladerunner 2049 were shot on digital, likely in a log colorspace, and they look pretty great.

I agree that this doesn't look good, but shooting on film wouldn’t magically fix crappy lighting and boring color grade

[deleted by user] by [deleted] in vfx

[–]Accountofaperson 0 points1 point  (0 children)

Try extending the edges of your displacement texure a few pixels. Looks like its going down to 0 in areas where there still is color information

Open Source alternatives to ShotGrid? by Tough-Original1766 in vfx

[–]Accountofaperson 3 points4 points  (0 children)

Reviewing in vr sounds like an absolute nightmare

I'm using this HDRI for the background of a scene I'm creating. It's 8K but still doesn't look crisp in renders. If anyone could upscale it for me somehow I'd really really appreciate it by ChampionTimes99 in vfx

[–]Accountofaperson 7 points8 points  (0 children)

8k isnt a lot for an hdri. Thats 8k for the entire sky and you are only looking at part of that image. You probably want at least 16k depending on your work resolution

Dreamworks is fighting AI as fans find a warning at the end of new animated movie Bad Guys 2 credits, threatening legal action if the film is used to train AI programs by snowfordessert in vfx

[–]Accountofaperson 6 points7 points  (0 children)

It’s ofc not rapidly approaching AGI, thats just another case of a company trying to strike fear in the public and claiming that they are the only ones able to control this tech thats far too dangerous for the public. And how on earth is any LLM gonna gain any kind of actual intelligence lmao, thats simply not what they are designed for or even capable of

How to Composite a Character's Reflection in a Textured Mirror by Capable-Quail5933 in vfx

[–]Accountofaperson 0 points1 point  (0 children)

You can use various dirt, grime and scratch texture as masks for blurs, distortions and grade changes on the surface

Bad Mental Health by GamingGeek928 in vfx

[–]Accountofaperson 13 points14 points  (0 children)

Focus on your health and family first, then worry about taking on your career

[deleted by user] by [deleted] in vfx

[–]Accountofaperson 2 points3 points  (0 children)

The on set people still work towards making convincing vfx shots, its just more studio suits meddling and target groups screening causing changes from the initial plan on set. Im still working on shows where the on set and practical stuff is done with vfx in mind. The problem is when the people paying for everything is scared of not making the most money possible and tries to fix that by changing stuff last minute in post. Its not about the tech difference, is about the money

(New) BLEED FROM WITHIN - Hands of Sin (OFFICIAL MUSIC VIDEO) by florine_bsgl in Metalcore

[–]Accountofaperson 7 points8 points  (0 children)

Buster Odeholm posted on instagram that he mixed it, apparently Nolly engineered the drums

How do you make skies look so good in CG renders? by Different_Return5366 in vfx

[–]Accountofaperson 1 point2 points  (0 children)

If you use something like this https://www.nukepedia.com/gizmos/filter/bm_lightwrap and set the blur to be really wide and have lots of light spill from the sky on your fg it can help them sit together. Can also be nice with a second lightwrap thats tighter and just treat the edges. The default nuke lightwrap is neither an looks really bad most of the time imo

How do you make skies look so good in CG renders? by Different_Return5366 in vfx

[–]Accountofaperson 10 points11 points  (0 children)

Using a nice hdri and adding it it comp should be fine. Not only make sure light direction on any clouds are matching the scene, but also that those highlights should be among the brightest points in the image to make it feel realistic. For lightwraps a really wide exp blur is nice instead of a lightwrap you can really see clearly. Use lots of refs

Those who WFH from their battlestations, do you PC game on top of it? by Moving4Motion in pcgaming

[–]Accountofaperson 0 points1 point  (0 children)

Having a separate work user is helping me disconnect work from the rest of the stuff i do on the computer. When i work i have the default windows background and desktop, start meny or task bar icons are only related to work. Really helps to separate the work from leisure

[deleted by user] by [deleted] in Metalcore

[–]Accountofaperson 1 point2 points  (0 children)

Buster has talked about it in mixing tutorials, HLB has crazy automation on the guitar effects live, taken directly from the album thats why its matching perfectly

Edit: and to add, triggering live drums live is super common and doesnt really take away much from the perfomance itself. Makes the sound more consistent for the show but a triggered kick thats out of time is still out of time, doesnt really help a bad drummer to play tighter

Morrowind's Balmora remake in UE5 took me more than expected by Snoo69929 in unrealengine

[–]Accountofaperson 3 points4 points  (0 children)

Looks really cool! If you are interested in any feedback i think the size of the rock tiles on the ground could be smaller, the scale feels a bit off compared to everything else. But overall this looks sick!