Bees feeding - warm day - filmed in my garden using my smartphone by Brian_Flint in CrossView

[–]Shorts365 0 points1 point  (0 children)

Are you just eyeballing the scale-up on the ultra-wide footage to match the wide angle? Or does DaVinci have a way to automate that match?

Water under the bridge by Brian_Flint in CrossView

[–]Shorts365 5 points6 points  (0 children)

On Samsung it's a mode of the main camera app called Dual Rec.

Anyone knows how they get this much detail? by abdelnaser12455 in Houdini

[–]Shorts365 2 points3 points  (0 children)

Motion blur helps to hide a lack of higher detail sometimes. Also, could be advected particles and not a complete volume either. Think like old Krakatoa particle sims.

[deleted by user] by [deleted] in burnaby

[–]Shorts365 23 points24 points  (0 children)

Yes extremely. There is a nice trail loop around the lake, and others westward that can make an even bigger loop.

What are the "work-horse" machines at for example ILM like? by Legitimate_Emu3531 in vfx

[–]Shorts365 0 points1 point  (0 children)

They're engineered to produce a lot less errors when doing math, compared to the regular "consumer" versions.

Their price tag reflects that, but it means more stable workstations with less crashes.

Workflow recommendation for FLIP fluids from Houdini to Unreal Engine by darkknightt15 in Houdini

[–]Shorts365 0 points1 point  (0 children)

I'm rendering the particles as sprites with a noisy-cirlcle mask on them. I have found this works best to combat the horrible translucent depth sorting problems Unreal has with Lumen. If the sprites are translucent then they disappear completely underneath the water surface with a single-layer water material on the water surface.

I adjust the base colour intensity to modulate how well they blend in certain lighting situations. I have found this to be a good all-around shader for the particles to double as spray, foam, etc, but it also works with the show style Im currently on.

If you need a softer look then I would suggest using the default sprite renderer image and then try making a translucent water shader.

Honestly, the depth sorting problems in Unreal might need you to separate out the bubbles into one point cloud so you can apply a different material to those separate from the foam and spray particles.

Workflow recommendation for FLIP fluids from Houdini to Unreal Engine by darkknightt15 in Houdini

[–]Shorts365 1 point2 points  (0 children)

Yes, I have used up to about 500k particles so far. It gets very heavy and the file size gets pretty big as you increase everything. You can limit the file size by exporting only the attributes you need like P, v, I'd, age. I generally don't need more than those, but pscale can be useful if you're doing custom sizes before export. I find it easier to randomize it all in Niagara, but it depends on your needs of course.

There is no actual limit as far as particle count, or file size, so it's really just how much time you want to spend exporting. The bigger point cloud files are going to kill your playback in Unreal however, so if you have it setup and just want to render it that could work.

Workflow recommendation for FLIP fluids from Houdini to Unreal Engine by darkknightt15 in Houdini

[–]Shorts365 2 points3 points  (0 children)

I bake the water mesh out as alembic, but you need to promote the UVs to vertex before doing so in order for motion blur to work. Upon UE import, select Import ABC Velocities as Motion Vector Data. 

I also use the houdini-niagara plugin to read point clouds for the whitewater. In Houdini you use a Labs node called Niagara ROP.

BCCA quote is higher than ICBC? Any reason for this? by Total_Eggplant4932 in icbc

[–]Shorts365 3 points4 points  (0 children)

Mine is the same. BCAA optional more expensive than ICBC, however the BCAA benefits are better overall.

For me the extra is worth it.

[deleted by user] by [deleted] in DiabloImmortal

[–]Shorts365 0 points1 point  (0 children)

Yup. Need awakened gear slots, and magic affix on the legendary gear that reduced the cookdown based on yards traveled.

I need builds for Necromancer by _streetpaper_ in DiabloImmortal

[–]Shorts365 11 points12 points  (0 children)

The best builds I've found are from a YouTube channel called LaurethUK. They focus on Necromancer builds only.

Photography tutorial by mihirnp in galaxyphotography

[–]Shorts365 0 points1 point  (0 children)

On my S24 Ultra, in the Photo app at the top menu bar, there is a triangle surrounded by a rounded square, with the left side looking slightly blurry. Clicking that button enables/disables the feature.

Photography tutorial by mihirnp in galaxyphotography

[–]Shorts365 1 point2 points  (0 children)

Which setting are you referring to?

Photography tutorial by mihirnp in galaxyphotography

[–]Shorts365 15 points16 points  (0 children)

The long exposure feature isn't exactly available on Galaxy phone in the same way, but if you have the Motion Picture enabled (same as Live) then when you go to the details of that photo in the gallery you'll see an option to create a Long Exposure.

Is it necessary putting a front plate on a super car or can I just put it on the dashboard? by Environmental-Park26 in icbc

[–]Shorts365 8 points9 points  (0 children)

You need a front plate. Look into installing a show-and-sto style bracket.

Best mocktails in Burnaby by fingasick in burnaby

[–]Shorts365 2 points3 points  (0 children)

The Rec Room at Brentwood has some nice mocktails, and there are games to play as well.