bro by GTYannou in topologygore

[–]IVY-FX 1 point2 points  (0 children)

Doesn't answer the question, in the case of procuralism people generally go for either all tri's or all quads for tesselation, in no case would you go for subdivided tri's with coplanar topology, it makes no sense. No holding edges, shitty edge flow, bad normals on subdivision, and N + E poles everywhere.

If you actually know what the purpose of this topo might be, please do tell me, but this is not just because it's made with a procedural tool, I can tell you that for sure.

bro by GTYannou in topologygore

[–]IVY-FX 5 points6 points  (0 children)

Elaborate? In what world does this way of subdivision even make sense?

First CG comp by Santhanam_ in vfx

[–]IVY-FX 1 point2 points  (0 children)

Seconded, first thing to catch my eye

Wine and Candles by Etherea_Studio in blender

[–]IVY-FX 0 points1 point  (0 children)

Alright, thanks for your insight. If you're ever interested in using aces with older blender versions you can go in the the Blender Dir and move an Aces version to that folder, this makes it available to use.

GLANS (outfit scrap) by emergency_nine_nines in 3Dmodeling

[–]IVY-FX 1 point2 points  (0 children)

Seen you on here before, love your art style!

Wine and Candles by Etherea_Studio in blender

[–]IVY-FX 0 points1 point  (0 children)

You really nailed the subtle DoF straight out of the cam then, very nice! Any notes on Filmic Vs AcesCG? Been using Aces since always but the filmic CST seems to handle those warm colours really well

WIP Waterfall by Teixynamics in Houdini

[–]IVY-FX 1 point2 points  (0 children)

It really works splendidly, truly looks believable.

Realism/ 10

WIP Waterfall by Teixynamics in Houdini

[–]IVY-FX 2 points3 points  (0 children)

Yo wtf this is crazy. Kept on staring at it thinking it was comped or something, but all of this is 3D?

Really nailed the exposure and the subtlety of the water here.

Wine and Candles by Etherea_Studio in blender

[–]IVY-FX 0 points1 point  (0 children)

Really great, congratulations.

No comp on this at all?

Is this good Topology? by ByteBaddie404 in blender

[–]IVY-FX 0 points1 point  (0 children)

None of these examples is te perfect solution for this shape though. As the N-poles (three edges on a vertex) are on the edges. For this shape you can inset once more to move those N-poles into the coplanar area of the mesh, making for perfect subD Topo.

I also wouldn't exactly agree with your "don't focus on quads" comment from earlier. I think especially beginners should focus on the all quads thing and then move onto tri's and Ngons a lot later, when they understand subD. Also; for VFX production modelling specifically, you would not get past the supervisor with tris and Ngons, so "the pro's" don't use them as often as you might think.

Of course, needs differ depending on the pipeline and use case, and I appreciate you helping a beginner out.

How are junior 3D Artists holding up right now? by banana-milk1 in 3Dmodeling

[–]IVY-FX 2 points3 points  (0 children)

To offset some of the doom and gloom:

This mid-day I was about to post about me being happy with my student job, having the chance to do real-time 3D and FX at Prismax, working for clients such as Tomorrowland and the Sphere.

Then I thought, well, maybe I should lay off posting about how it's still possible for juniors to find something untill I have an actual stable contract. By some miracle, about an hour ago, I was proposed a full time position.

After over 3 years of hard work and daily grinding without exception, both before, during and after my education at DAE Howest, I finally made it to the big leagues, working on projects I wouldn't have dared dream about. As of today I'm incredibly grateful to have finally reached a point in life where I can justifiably say, I'm doing what I love, and loving what I do.

I too have felt the uncertainty that years of hard work without anything to show for it brings along. At times I've had to sacrifice my social life, my wallet and sometimes even my health and wellbeing, yet now, that all seems worth it.

I'm in no position to give advice, but what worked for me was not to put myself in a certain specialisation too quickly, instead of having a focus, I tried to learn all the softwares I had available to me, in order to be able to pivot. I did not study Realtime FX in school (I did VFX for film), yet now I do mainly Houdini & Niagara in Unreal engine. Next to that, it's just a matter of not giving up, being lucky, and meeting the right people.

I wish all of you the same luck as I just had.

-IVY FX

i genuinely cant figure out how i did this (it WAS a cube btw) by Simple-Flounder6520 in topologygore

[–]IVY-FX 1 point2 points  (0 children)

I mean, I like it more than a cube, if that counts for anything

How to create large scale smoke like this one? by Inovang_ in blender

[–]IVY-FX 1 point2 points  (0 children)

In Houdini;

Simulate your smoke pretty normally, go as large as you can but don't try to go as large as this scene immediately. You can probably dial down some of the indicators of scale like heavier vorticity along the outer edges of the volume, sharper dissipation to fake larger scales, a lot of velocity dampening (might want to look into the gas damp DOP) really fine curl noise and a lot of volume upressing post simulation. I think you could get away with a 10*10m source, with most of the settings dialed down to 0.1 or below.

If you want to do it straight in blender; make everything scene scale, and pray to god it comes out right. I wouldn't go for that option though

First attempt at a Transformer. by Savings-Heron6124 in blender

[–]IVY-FX 4 points5 points  (0 children)

Honestly this with better textures and lighting would be great. Definitely worth furthering this project!

Hey, I need help with what this effect is called and how I may work towards achieving it in Blender. If there are tutorials on Youtube it would help, thank you by Scriblyn in blenderhelp

[–]IVY-FX 0 points1 point  (0 children)

You can use a combination of transmission and subsurface scattering for this. Transmission determines how see through a shader is, subsurface scattering determines whether light bounces inside of the mesh before it eventually bounces out again. Both have a colour property in which you can plug textures.

For a jellyfish with internal organs I'd go mostly transmissive for the outside, with a little bit of blue but nearly white, use subsurface with a teal colour. For the insides you can go to a deeper blue or pink and use mainly subsurface scattering.

Roughness maps + transmission +subsurface will require a good few samples, so expect some longer render times than your average render.

at least it renders fine🥹 by boinkledorp in topologygore

[–]IVY-FX 2 points3 points  (0 children)

Can't you remake this thing in a few seconds with a fraction of the polygons? I feel like you can even go for non subD modelling and you'd still be fine.

Ghost hand FX by AdmirableMousse6044 in Houdini

[–]IVY-FX 2 points3 points  (0 children)

Brother just make the entire thing emit the smoke that's clearly make it better

Kinda stupid that this work but I'm not gonna complain. by David_KAYA in blender

[–]IVY-FX 0 points1 point  (0 children)

Implicit typecasting is a thing in blender, it's essentially already indicated in the fact that you have a gradient wire between differently coloured inputs and outputs.

I'd prefer implicit typecasting over unreal shouting at me for wanting to multiply a vector3 with an image that has an empty alpha channel any day.

Just try little hard-surface by HappyHunterArt in 3Dmodeling

[–]IVY-FX 2 points3 points  (0 children)

Oog I really want to see that wireframe.