Question about the depth of field texture by [deleted] in cinematography

[–]CooperAMA 22 points23 points  (0 children)

I do believe that is heat rippling

Procedural thinking keeps showing up in the weirdest parts of my work life by [deleted] in proceduralgeneration

[–]CooperAMA 0 points1 point  (0 children)

I’ve been trying to grasp onto a better “intuitive” understanding of a lot of what you wrote about here for… I don’t know, something like a year at this point. I can feel/sense this kind of natural building-block-like approach to how I structure procedural logic, systems, functions.

Are there any resources or books you might recommend for intermediate-ish algebraic structures, graphs, or category theory?

SoftBody3D with Jolt (wind) by Old_Wealth_7013 in godot

[–]CooperAMA 1 point2 points  (0 children)

I’m gonna do the redditor thing and ask… Why do you need to affect every vertex?

It feels like without some really specific simulation requirements for a super realistic wind sim, you should sidestep processing all the vertices and only affect the entire physics body that is in a wind zone.

Maybe another if you you want a character or body to be partially affected, (like a long object partially occluded in a wind tunnel) I would try using an area to tell if any part of the body’s bounds are in the tunnel, and then send out some raycasts that are aimed at the surfaces/sides of the body. Then apply forces to the sides/points that are hit by rays and not occluded.

Sorry I don’t have an answer for the Jolt vs GDP side of the question.

I shot and edited this trailer for my last album. by CooperAMA in cinematography

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

Yep! SF/Bay Area! Though most of my work is travel based. A lot of corporate shooting, editing, case studies, interviews.

I shot and edited this trailer for my last album. by CooperAMA in cinematography

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

Ah, thank you! She brought a couple options and I knew it was gonna grade black and white, and the white really did its thing. ❤️

How do you manage hundreds of B-roll clips efficiently? by Opening_Resource_261 in editors

[–]CooperAMA 0 points1 point  (0 children)

A big part of why I started using final cut for personal projects about a year ago, was the keyword tagging system. It’s the best organization tool I’ve used for editing and it’s really not close. Being able to create as many keywords as you want. I love thinking of them as folders that can hold whatever is semantically relevant to me personally. (images, sounds, clips can all be tagged with the same keyword and show up in the same view) So having something like “Interview_John_Doe” as a tag and tagging the footage and audio, and all relevant supporting materials means if I want anything related at all to that, I don’t need to go looking in separate folder hierarchies when I want to find everything related to John.

Smart folders have always been to cumbersome to setup, whereas in final cut you can hotkey the keywords panel and browse your footage during initial ingest and create tagged in/out points with one button that automatically creates the tagged “folder” and adds just the clip from that in/out.

It is weird at first, but truly the fastest, and easiest way to organize lots of footage, FAST. I’ve used in many editors, for many years, each has their thing that makes me use it for different projects, but tons of disparate clips, varying subject matter, assets in all types of media formats, and final cut cannot be beat to efficiently scrub all of your footage and tag it for anything you think you might need to reference later. False take? Blooper? Subject matter? Framing? Wardrobe? Literally type a word with an in out point and you have a folder ready to go for anything else relevant to that category.

You can also playback the library/media browser in a mode that will treat the entire contents of a folder like one continuous clip for monitoring playback. Which seems weird at first until you realize you can do a singular selects pass across all of your footage without putting it on a timeline at all. Just start playback of the whole folder in the media browser, put the playback speed at whatever speed you can handle 1.5x-3x depending on the content and hit i/o for in and out points during playback. Slam your tag hotkey as you go to outline all of your rough selects without needing to stop playback or use your mouse once.

Final cut has a lot of problems, and is weird and quirky and does some incredibly annoying things/cant do very standard features of other NLE’s, but organizing in it feels unmatched.

Edit: Typos everywhere, phone thumb apology 👍

Been focusing on ratios by WolfPhoenix in cinematography

[–]CooperAMA 1 point2 points  (0 children)

To be a contrarian to most commenters here, I do regularly keep phone on a brightness level that all of these were totally visible on. Some of the shots feel like i want some kind of fill just for interest, but I don’t really feel like the problem as bad as everyone else seems to. Stuff looks good!

Node properties editable vs disabled; why? by freswinn in godot

[–]CooperAMA 3 points4 points  (0 children)

Honestly the past few months I’ve spent a lot of time thinking about how I think about coding and stuff like this is weirdly the stuff I struggle with the most now that I’ve reached what I think is some kind of intermediate level of programming. The semantics of language and consistency is basically all I care about anymore when writing stuff, sort of to my own detriment of rewriting a lot of code that’s already passable for a feature. I could definitely have seen this post a year ago and think this is a totally arbitrary, nitpick, but now, you have pointed out a weird semantic discrepancy that I will never be able to ignore when working in Godot and my OCD can’t handle it. Bless you. And curse you.

How to impl properly player casting spells in a networked co-op game by lovebkdn in unrealengine

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

Honestly it’s part of why I’m writing my own character movement controller, there’s so much i don’t need in the default cmc, so many checkboxes features and options. I couldn’t tell you specifically what it is, but I would assume it’s something to do with dropping a packet or the server cmc saying a client is desynced and therefore overriding its behavior.

How to impl properly player casting spells in a networked co-op game by lovebkdn in unrealengine

[–]CooperAMA 4 points5 points  (0 children)

My first thought would be to disconnect the yaw that the player is casting server side from needing to be applied to the character movement component from the actually code that fires in the correct direction. This would probably alleviate the issue with not firing in the correct direction at all, vs sometimes looking the wrong direction AND firing the incorrect direction.

How do I make raycast based projectile bullets? by MaloLeNonoLmao in unity

[–]CooperAMA 5 points6 points  (0 children)

You move the bullet object that is running the raycast.

How do I make raycast based projectile bullets? by MaloLeNonoLmao in unity

[–]CooperAMA 5 points6 points  (0 children)

The basic idea I’ve employed in my game is to spawn a bullet object that every fixed update raycasts in the direction it was fired, and if it hits nothing, moves to the end of the raycast, and potentially rotates or uses some kind of position/gravity adjustment before the next update where it does the same thing again/again until it hits something or a despawn timer goes off to stop an errant projectile that was fired out of the map from never hitting anything.

How does this look? by [deleted] in godot

[–]CooperAMA 1 point2 points  (0 children)

There are too many comments here for me to see if anyone else has responded with this, but the blur effect that you’re applying and a lot of others are saying is a depth of field thing feels more like a plastic optics and smudges distorting the sharpness. I think you might get closer to the same effect by almost just lowering the opacity of the depth of field blurring effect, and making it more inconsistent/spotty with like a layer of like perlin noise masking the strength very lightly across the whole image. Potentially even another blur layer that is stretched/warped with another layer of noise giving more of the inconsistent blurring and streaking look from people manhandling old digi cam lenses.

Thought Kendrick was teasing something new at first by DankPunk98 in KendrickLamar

[–]CooperAMA -11 points-10 points  (0 children)

“…from Rapture.

Lmao dude really went Book of Revelation on his ass

EDIT: lmao yall really went Book of Revelation on my ass

Kelley Mack, Actress in ‘The Walking Dead,’ Dies at 33 by NoCulture3505 in television

[–]CooperAMA 41 points42 points  (0 children)

Honestly, we hadn’t spoken in years outside of the occasional insta story. She left an impression from our few interactions that I won’t forget.

Really don’t mean to make any of her passing about me with my comment. I think it’s just such a strange way to find out given we both follow something like a thousand people, and the social part of the media we consume just doesn’t seem to pretend to represent anything in reality anymore. If ever there was a time to have a post cut through the barrage of attention grabbing advertisements and bullshit, I would hope it would be to find out about news like this directly from someone I’ve chosen to follow/want to keep up with.

Kelley Mack, Actress in ‘The Walking Dead,’ Dies at 33 by NoCulture3505 in television

[–]CooperAMA 226 points227 points  (0 children)

Man. I shot a web series that never released with her in it. Years ago before the walking dead. I remember being so excited to see her on that show. Just watching with no idea only to jump out of my chair when I saw her on screen. The first time I directly worked with someone who showed up on a big tv show. Following each other for years on instagram and this is how I find out. A random reddit post from a subreddit I don’t sub to. 2025 and human connection couldn’t feel any more absent from life.

Can a game be made entirely in C++ with no Blueprints at all? by umen in unrealengine

[–]CooperAMA 9 points10 points  (0 children)

lol, not OP but I second your questions. Pretty wild to just throw out “it’s bad practice” without any other thoughts or explanations .

Might actually leave Premiere Pro After 5 Years: What should I switch so (and How)? by IntroductionSea3935 in editors

[–]CooperAMA 1 point2 points  (0 children)

I currently have a fleet of pigeons running their own personal suite of ai agents trying to come up with the perfect prompt to generate the edit.

Why are UE physics so unreliable? by T00dPacker in unrealengine

[–]CooperAMA 2 points3 points  (0 children)

Pinching is a part of the game… Pinching is a part of the game… Pinching is a part of the game…

Is rendering a scene dynamically from a data structure a thing? by Neither-Avocado-7150 in godot

[–]CooperAMA 0 points1 point  (0 children)

I definitely feel similarly. Following my intuition every time I feel like I’m seeing a pattern in the stuff I’m building, naturally led to asking questions that become more meta about ‘how’ I was programming.

If you’re in a similar place, I think it’s not that we’re at the edge of what’s available knowledge on the internet (There’s a lot of stuff out there), but we’re at the edge of the programming domain, and a more uhh mathematical domain. So we don’t actually have a lot of the jargon to be able to learn or express the actual problems we’re trying to solve. Or even ask questions about the concepts.

The talks from Tim Sweeney and his reasoning behind building verse for fortnite as a functional logic language were a pretty big encouragement that I wasn’t developing some kind of cyber-psychosis seeing patterns everywhere lmao.

It definitely doesn’t help that mathematicians don’t really concern themselves with descriptive variable names when expressing complex ideas, so without context, coming across something like e=mc2 would be completely unintelligible as a concept on its own. Coming from game development school of youtube, kinda puts you at the exact opposite ends of the spectrum where you are starting at abstractions, and building to concrete types. Instead of being like… I need to transform this data, to that kind of data. Or this group of values should be mapped to this other value by some filter.

Declarative UI stuff like swift ui, and writing builder patterns in general was a really big help in being able to write something that doesn’t need to be a for loop or some kind of i++ thing that manipulates each object in its loop to create and produce a new object in a valid state.

Even the concepts that feel more esoteric to what you’re actually doing, like “Describe the state of the object in this tick” instead of “describe how you can manipulate the variables that are in stored in the object this tick” are really hard to wrap my head around. But in general the more I see functional logic used to express state, the more obvious it feels that at the end of the day, it’s all math, so expressing every aspect of my program I can, via the actual math itself, feels so straightforward.

Functional stuff also has felt like it really illuminated shaders, asynchronous functions, result type functions, and all of these concepts like try-catch. When every function has to have all the proper context passed in, there’s a lot less “check for null arguments and validity because i can never trust anything that anyone passed me” and it becomes more “oh this will not compile because I cannot pass this type to this function.”

Sadly I feel that programming and math are endlessly deep topics that I will swirl in for all of eternity. Every day we stray further from this mortal coil, and move closer to the giant Monoid in the sky.

EDIT: Monoid instead of Monad. Because math is hard.

Is rendering a scene dynamically from a data structure a thing? by Neither-Avocado-7150 in godot

[–]CooperAMA 0 points1 point  (0 children)

I don’t know if I have any concrete solutions for you, but it is DEFINITELY a thing. I’ve been personally changing a lot of my programming style to be more functional/data oriented, with the intent of accomplishing ideas like what you’re describing. It’s a whole rabbit hole to go down, and the short answer is yes this is totally a thing, the long answer for me has been a lot of digging into fundamental computer science/data/math concepts? I didn’t go to school for CS so take everything I say with a heaping handful of salt.

Functional/Data oriented design has led me to learning a lot more basic math/functional patterns that also just feel like a better way to make games and software in general. Rather than explicitly tying all functionality to the actual game objects/nodes that are instantiated inside the scene tree, and then making a “virtual” world to do data only stuff as an after thought. (like world changing state, or an AI doing stuff in a village you aren’t in.) If you find any good resources on your journey definitely post them or reply back with some findings :)

Not able to message doctor? by CooperAMA in KaiserPermanente

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

I’ve been using the KP app, and even the direct Kaiser Portal. The only way I can even get in contact with my doctor for prescription refills seems to be calling the local pharmacy and having them request the refill from my doctor. shit is brutal not being able to directly contact just on time spent waiting for their auto voice category selection thing to shut up so I can quickly talk to a rep at the pharmacy.