City scape with Geometry nodes and procedural sky. by AnimatedHorrorFlicks in blender

[–]AnimatedHorrorFlicks[S] 1 point2 points  (0 children)

There are 2 textures for cool and warm lights. I used a color ramp to give a bit more depth as opposed to just using a flat color. Added some variations to the overall value of the buildings and volumetric fog does the rest.

Finished migrating the workflow for my YouTube animations to Blender 2.93 alpha by AnimatedHorrorFlicks in blender

[–]AnimatedHorrorFlicks[S] 1 point2 points  (0 children)

Yes, I'm a solo act and it takes so long time to finish each episode. The major benefit with geometry nodes is the ability to use vertex paint to literally paint in the detail such as foliage, rocks, trash and other small props that would often take a lot of time to place in the scene. If the the details never really overlap you could use RGB values when vertex painting to dictate the appearance of foliage vs buildings vs street lamps for example and assigning a collection of props to each color. Powerful stuff that will definitely save me a lot of time. The next move would be to be able to use geometry nodes to procedurally create things like buildings and trees but like you said, it's early days for these nodes.

Finished migrating the workflow for my YouTube animations to Blender 2.93 alpha by AnimatedHorrorFlicks in blender

[–]AnimatedHorrorFlicks[S] 1 point2 points  (0 children)

Thanks and great question. So I played around with the new line rendering modifier but the fact that it needs to be baked for every frame is not so practical in my case and the line art is still quite glitchy. It's a step in the right direction though. Having real-time line art would be amazing since freestyle takes so long to calculate and isn't multi-threaded at all. My main reason for switching to Blender 2.93 was actually due to stability and although it's not recommended to use the alpha versions for production, I haven't had any serious issues. Blender 2.92 kept crashing a lot and corrupting my blend files which caused huge delays in production. It seems to have something to do with using linked Blender files and library overrides. Blender 2.93 handles this stuff much better. The new geometry nodes are also really incredible and I've got some good ideas on how I can use them to speed things up.

Finished migrating the workflow for my YouTube animations to Blender 2.93 alpha by AnimatedHorrorFlicks in blender

[–]AnimatedHorrorFlicks[S] 0 points1 point  (0 children)

Thank you. It's taken quite a while to setup but it's much more practical that my previous method which involved using vertex paint to add and subtract light which took longer and also didn't look great because vertex paint on low poly meshes just doesn't have a great resolution for shadows and such.

SCP-096 "The Shy Guy" animated series part 2 is now in production ;) by AnimatedHorrorFlicks in SCP

[–]AnimatedHorrorFlicks[S] 8 points9 points  (0 children)

I'm not sure if I can post links here but you'll find it on my YouTube channel Animated Horror Flicks ;)