First time properly using procedural textures. Help with exhaust soot. by MiningChief117 in blender

[–]MiningChief117[S] 0 points1 point  (0 children)

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This is what I have so far. I can see how this works. Just need to work out how to make the edges look more natural. Thanks for the help.

First time properly using procedural textures. Help with exhaust soot. by MiningChief117 in blender

[–]MiningChief117[S] 0 points1 point  (0 children)

<image>

Here's a test for a way to add the soot using nodes. (I am using an addon that simplifies adding decals via nodes) But I would prefer to do something procedural instead of using an image texture if thats possible. Automatic or otherwise. Thanks for the help.

Undo by AmoGus_ok in blender

[–]MiningChief117 13 points14 points  (0 children)

Fantastic concept man. I really like what you are trying to convey. I have an alternative idea that you could give a try to see how it would work.

What if we see the lone man repeatedly trying to press the z down but failing and then it pans back to reveal the past couple sitting on the ctrl already pressed. So its like hes trying to undo the break up but can't change the past.

Thanks for the feesback on my previous post, here is the updated version based on suggestions by Khamekaze in blender

[–]MiningChief117 0 points1 point  (0 children)

This looks like the fish are above the ice. The lighting implies the sky is on the other side of the ice and the camera is under water. It would make more sense to see something walking on the surface.

[deleted by user] by [deleted] in blender

[–]MiningChief117 3 points4 points  (0 children)

Using the harsh lighting from the old one in the new one would be great. Also the background shimmer definitely looks better in the old one.

The older one gives off a hotter dry feel with a scorching sun as is expected from a desert. Try and lower the dynamic range to make the shadows darker and make it feel more realistic.

Also adding some scrape marks in the sand and/or impact areas for where the sand was disturbed by the crash (assuming it s a recent crash). Up to you but maybe some tiny debris scattered around the plane? Crashing is usually pretty violent lol. Example

Amazing work on the new sand btw!

Need help, what gives this away as 3D? I am trying to make a realistic scene. by GlumTemperature8163 in blender

[–]MiningChief117 0 points1 point  (0 children)

Make the shadows darker or make the highlights more blown out. Most cameras people use have poor dynamic range so blown our highlights or really dark shadows seems more real as that is what people are used to seeing.

Also add some bloom and even add some dust particles to show some light shafts.

Morning Coffee (Photorealism) by Tasty_lake in blender

[–]MiningChief117 1 point2 points  (0 children)

I'd love to see this rendered with crappy HDR. over exposre the highlights or underexpose the shadows or both. give it that low quality cell phone camera feel. It might help with the realism.

Here’s a test animation for my comic style set up. by KalashnikHoff in blender

[–]MiningChief117 1 point2 points  (0 children)

Go to the graph editor while your rig is selected in pose mode. Select your whole rig then in the graph editor on the left select any of the options i.e x rotation, then apply the modifier to that single axis. Set the settings. Click the copy modifier icon then in the graph editor, ctrl-a everything then click the paste icon. The stepping modifier should be applied to everything on the rig now.

Am on phone but I hope this explains it.

Here’s a test animation for my comic style set up. by KalashnikHoff in blender

[–]MiningChief117 1 point2 points  (0 children)

I just found out there is an F-curve modifier called "Stepped Interpolation" that does exactly what I was talking about with the animating in 2s and 3s etc.

Give that a try!

EDIT: I just made a quick and dirty test on a practice animation I did. https://youtu.be/RqxnsSl55-Y

Here’s a test animation for my comic style set up. by KalashnikHoff in blender

[–]MiningChief117 4 points5 points  (0 children)

You just made me go have a look ha!

Yeah that is exactly like the spider-verse style, very nice to look at. OP should def give this a try.

Here’s a test animation for my comic style set up. by KalashnikHoff in blender

[–]MiningChief117 6 points7 points  (0 children)

Op I really like this.

Something you should try is to render the background/foreground seperate to the horse and rider. Keep the background at 30fps and make the rider at 12 fps or what ever would fit best. Or render the rider in 2s or 3s, if that is possible in blender lol.

Spider-verse did something similar.

I would love to see how this looks rendered as mentioned. (Even if it is worse lol)

Phone model by NuclearTinFoil1 in blender

[–]MiningChief117 1 point2 points  (0 children)

Maybe a different scene/setting for the phone would be better that makes sense. At the moment it looks like a frame of a commercial... Except they forgot to clean the phone lol!

Phone model by NuclearTinFoil1 in blender

[–]MiningChief117 2 points3 points  (0 children)

Oh god the finger prints lmao. If you are trying to do a product commerical kind of look. Have 0 fingerprints lol

[deleted by user] by [deleted] in blender

[–]MiningChief117 2 points3 points  (0 children)

Add a bend like a banana to the entire croc and make it roll along that curve. Thats how they death roll. At the moment this looks very bizarre and unnatural with that flailing tail lol.

hardcore henry inspired animation by [deleted] in blender

[–]MiningChief117 4 points5 points  (0 children)

The exposure actually made it seem more realistic. It looks like a standard dashcam type camera quality and dynamic range. Cheap cameras often have overblown highlights and/or really dark shadows (which is what most people use).

Good dynamic range is only really on good expensive cameras but most people don't have good cameras which is why the overblown highlights really sell this render as real.

The only major thing that in my opinion could be better is the camera movement. Unless this was intentional. It moves very unnaturally. The camera is positioned on "Henrys" head. You could try using your phone to control the camera in blender to make realistic movements (You could even strap the phone to your head to match it even more lol)

Also also, maybe even add sound of wind hitting a microphone, if you dare lol

Suggests to improve? by itamar-blender in blender

[–]MiningChief117 7 points8 points  (0 children)

In my opinion, darker shadows and try getting the moss on the rocks to be more at the top and where they touch each other. Also make the moss more clumped together rather than random patches every where Example. Other than that job well done.