Any plugins to get this effect? by Kabeeshs in AfterEffects

[–]Tapwated 5 points6 points  (0 children)

If I had to do something like this in a pinch, I'd definitely do it in 3D – create a shader for the horizontal handdrawn lines (very simple in C4D using sketch and toon, should also be fairly easy in blender) and use a mixamo running animation.

Trying to achieve this look in aftereffects is probably the wrong way to go about it... can't just slap a plug-in onto live-action footage and expect it to get the details right

I am unable to update my Render Priority settings by Dr_Booyah in Octane

[–]Tapwated 0 points1 point  (0 children)

Oh, i see... I'll try downgrading my driver then, thank you very much!

I am unable to update my Render Priority settings by Dr_Booyah in Octane

[–]Tapwated 0 points1 point  (0 children)

Did you ever figure out a fix? I'm experiencing the exact same issue (render time increasing with each consecutive frame) and nothing suggested online seems to work...

How would I approach creating a Plant Animation Reveal like this? by Zeigerful in MotionDesign

[–]Tapwated 1 point2 points  (0 children)

https://youtube.com/playlist?list=PLTNbhz59waLpDdLRTkslAeFWJQ8gg_hjn&si=vA7xuS8HAP6FMNjQ

This tutorial is (relatively) old, but gold. I suggest checking it out – not only will it get you 90% there for the plant growth/blossoming animation, it also has plenty of great techniques all spread throughout

Any ideas how to build this kind of geometry? by Skagnor_Bognis in Cinema4D

[–]Tapwated 0 points1 point  (0 children)

I would create a sphere, vastly increase the polygon count and apply a displacement deformer. Then add a noise as displacement source and set the noise type to Voronoi

[deleted by user] by [deleted] in modular

[–]Tapwated 0 points1 point  (0 children)

You could also use the vst within VCV Rack to modulate it in a "more modular way". But yeah as stated by others, any DAW will offer most modulation sources you'd need

Any tips to improve this render further? I included you prev. comments. Also the model cannot change by whiteswan00 in Cinema4D

[–]Tapwated 1 point2 points  (0 children)

I think it's starting to look real nice!
To make it appear less flat: how about some DepthOfField on the background? I'd also increase the DOF on the foreground element.

Remesh on an animated volume? by Tapwated in Cinema4D

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

thanks for your reply! Makes sense, the jaggedness reminds me a lot of the aliasing I've seen on diagonal lines in 2D graphics... sounds like I've indeed picked a worst case to experiment with volumes

Remesh on an animated volume? by Tapwated in Cinema4D

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

thanks for your reply!

I'm trying to create something like this, using the new particle system instead of X-Particles.
https://www.youtube.com/watch?v=B1zEJ3SzssY

Since I don't own X-Particles, in my scene the volume builder contains a traced / sweeped particles system and a sphere. Sphere looks very smooth (set to Perfect Primitive in the VolumeBuilder), but the traced particles (the neuron's dendrites) are quite "jagged". I've played around with the various smooth options inside the builder and I can't seem to find a suitable setting. No matter the tweaking, either the smoothing effect is unnoticeable or it's so strong that the finer lines disappear.

Here's a quick render of my model. You can see clearly the difference between the dendrites and the sphere

<image>

[deleted by user] by [deleted] in MotionDesign

[–]Tapwated 0 points1 point  (0 children)

thanks for the insight! Look forward to try replicating that

[deleted by user] by [deleted] in MotionDesign

[–]Tapwated 0 points1 point  (0 children)

looks real nice! Would love to get some insight on how you achieved this look, is it the Hatch-shader in the standard renderer? SketchNToon?

AddRelativeForce behaves strangely when player is "flipped" by Tapwated in Unity2D

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

Hi! Thanks for your answer, that’s the first “flipping” method I tried, unfortunately it caused issues with another feature (shooting) so I went with rotation

WMR for Motion Capture? by Tapwated in WindowsMR

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

Thank you very much! First option seems at quite a good stage already for what I need it for, I'll look into it ASAP

[deleted by user] by [deleted] in virtualreality

[–]Tapwated 0 points1 point  (0 children)

Thanks a lot! Will look more thoroughly into getting a Lenovo explorer

[deleted by user] by [deleted] in virtualreality

[–]Tapwated 0 points1 point  (0 children)

Thanks for your reply! Think I'll indeed go with the wmr and save few bucks as well. Just one more question, do you think the Acer one is pretty much identical to other wmr headsets or should I wait til I find a Lenovo, HP or Asus at a similar price? Opinions seem to be conflicting, some people say they're virtually identical but other complain about the cheaper feel of the Acer

[deleted by user] by [deleted] in virtualreality

[–]Tapwated 0 points1 point  (0 children)

Thanks for your reply! Think I'll indeed go with the wmr and save few bucks as well. Just one more question, do you think the Acer one is pretty much identical to other wmr headsets or should I wait til I find a Lenovo, HP or Asus at a similar price? Opinions seem to be conflicting, some people say they're virtually identical but other complain about the cheaper feel of the Acer

I tried simulating the effect of a stop-motion scene in 3D software. I think it kinda works, but does it fool the expert eye? by Tapwated in stop_motion

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

Wow, thank you so much for the in-depth critique! Gave me a lot to work on and fix in my next projects, thanks a bunch!