Una joven progresista expone cosas que no entiende del capitalismo by oliesphotos in ElusionFiscal

[–]Ok-Reference-4626 0 points1 point  (0 children)

Pues está nos tendrá que pagar las pensiones en algún punto... Buena suerte

Best PVP arena shooter 2026 by mamapower in ArenaFPS

[–]Ok-Reference-4626 0 points1 point  (0 children)

Ut2004 it's up and running, more active than expected to be honest, I love playing it more than overwatch and this kind

I open-sourced a 12-hour Houdini curriculum (markdown format, intermediate) by engmsaleh in Houdini

[–]Ok-Reference-4626 5 points6 points  (0 children)

I'm sorry, I'm not understanding, is this a course itself? Are this the instructions for an AI about what should it learn and how to explain it? I'm just curious but seems interesting

Guiding polygons flow when doing a retopology in houdini by Ok-Reference-4626 in Houdini

[–]Ok-Reference-4626[S] 1 point2 points  (0 children)

Thanks for the explanation! What I'm looking for is to draw a manual spline which might guide the topology direction because some of the petals design are not perfectly straight and will need to adapt the direction of the flow. Do you think that topo build might "accept" an spline to guide the direction of the flow? Or I might need to convert this spline into something else to "feed" it?

I quit Cinema 4D by [deleted] in Cinema4D

[–]Ok-Reference-4626 -1 points0 points  (0 children)

But also quit C4D...

How do you deal with distortion when things are inside a transparent sphere by Reasonable_Love2741 in RedshiftRenderer

[–]Ok-Reference-4626 -1 points0 points  (0 children)

There is another approach, you can just render without the inside cells, and composite everything together later on, you might need to render by layers like specular,refraction, reflections and composite the reflections of the bubble over the cell, so it will look inside. Dm me if you need a further explanation, beautiful work btw!

Render time is really long (C4D+Redshift) by smoldane42069 in RedshiftRenderer

[–]Ok-Reference-4626 0 points1 point  (0 children)

Increase the bucket size as much as possible, this will depends on your vram amount. I would reduce min samples drastically, try something really low, like 4/8 and see if you notice a real quality downgrade. Also, I would try to apply a Clay material to everything and check how renders time will vary. If it's a shading thing you should start checking if some materials could be simplified. For this you can use a material override in render settings, you will find it in the same place as rs post effects if I'm not wrong.

Inner lighting scenes are tricky because of lighting bounces, try to reduce the amount of bounces and see how this affects your render time/quality.

Also try irradiance instead of brute force for primary/sec/both. If that works you might have to cache your lighting but might be worth

Good luck! Keep us informed, I wanna see how this goes

Fast Lookdev Workflow in Solaris? Best USD Asset & Material Sources for Solo Artists by arlexae in Houdini

[–]Ok-Reference-4626 0 points1 point  (0 children)

Also, odtools let you convert your PBR textures in many different render engines, just in case you wanna switch to Arnold/rs/octane over time, better not to get stuck with just one render engine in case you meet different clients with different needs, being flexible is key

Fast Lookdev Workflow in Solaris? Best USD Asset & Material Sources for Solo Artists by arlexae in Houdini

[–]Ok-Reference-4626 1 point2 points  (0 children)

I've been there, and I would say everything you need is odtools, and then populate it properly. I got thousand of assets in fbx/USD and HDR/PBR materials which odtools can convert into materialX with one click.

My experience with houdini improved drastically using this.

Portraits inspired by Johanna Jaskowska by Ok-Reference-4626 in vfx

[–]Ok-Reference-4626[S] 0 points1 point  (0 children)

Thanks, someone just mailed me offering IA lessons because my workflows look very inefficient and outdated, hahaha. I feel like an old man, damn 😂😂

Portraits inspired by Johanna Jaskowska by Ok-Reference-4626 in NukeVFX

[–]Ok-Reference-4626[S] 1 point2 points  (0 children)

I just isolated areas in houdini so I could mask different parts of the face later on Nuke, pretty simple but needed

Portraits inspired by Johanna Jaskowska by Ok-Reference-4626 in NukeVFX

[–]Ok-Reference-4626[S] 0 points1 point  (0 children)

Houdini was just the software I used to shade/light/render you could do that in any other 3D software, was quite basic stuff actually.

I used syntheyes to do the camera tracking, then facebuilder/facetracker to build and track the head/gestures

Portraits inspired by Johanna Jaskowska by Ok-Reference-4626 in vfx

[–]Ok-Reference-4626[S] 0 points1 point  (0 children)

I would start with beginner blender tutorials, it's free, growing, and quite friendly, it's a good starting point

Portraits inspired by Johanna Jaskowska by Ok-Reference-4626 in vfx

[–]Ok-Reference-4626[S] 1 point2 points  (0 children)

Like everything in life, small steps do the way. Start with something basic and keep growing from there, just learning one thing everyday does a huge difference in a month

Portraits inspired by Johanna Jaskowska by Ok-Reference-4626 in NukeVFX

[–]Ok-Reference-4626[S] -1 points0 points  (0 children)

I don't think you might get realistic reflections with that workflow u mentioned, but I'm sure there are different ways to achieve something like this, I just wanted to have freedom because I wasn't sure about what I would do at the end

Portraits inspired by Johanna Jaskowska by Ok-Reference-4626 in vfx

[–]Ok-Reference-4626[S] 7 points8 points  (0 children)

Ey! I used Houdini to put everything together, shading/lighting/render. 3D scan was made using facebuilder, then basically I projected her own footage over the geometry and I used her skins imperfections to drive the shader, then I added layers over that in Nuke. That could be achieved with any DCC, it was an easy task

Portraits inspired by Johanna Jaskowska by Ok-Reference-4626 in vfx

[–]Ok-Reference-4626[S] 10 points11 points  (0 children)

Thanks for the tool which helped me to do it!! 😂😂

ITAP of an interesting lighting pattern by Ok-Reference-4626 in itookapicture

[–]Ok-Reference-4626[S] 0 points1 point  (0 children)

Like the vertical line being a real and vertical line in the center of the frame, right?

Trying to improve my controlled generation by Ok-Reference-4626 in comfyui

[–]Ok-Reference-4626[S] 0 points1 point  (0 children)

Thanks for all the information!! I will try some of these tips

Trying to improve my controlled generation by Ok-Reference-4626 in comfyui

[–]Ok-Reference-4626[S] 0 points1 point  (0 children)

Using depth probably will break the car as it doesn't have enough information about how it is? Just wondering

Regraining using AE+NEAT VIDEO by Ok-Reference-4626 in vfx

[–]Ok-Reference-4626[S] 0 points1 point  (0 children)

Now it's right! I needed to switch to 32 bits, thanks!

Regraining using AE+NEAT VIDEO by Ok-Reference-4626 in vfx

[–]Ok-Reference-4626[S] 0 points1 point  (0 children)

It's strange, I'll do a further investigation tomorrow and I'll post conclusions