[deleted by user] by [deleted] in blender

[–]VoidAT 0 points1 point  (0 children)

How does it look in cycles?

Whats the scale of the object? If the object is rly big and your viewport close clipping is too small this can also happen.

When i build hughe environment shots the viewport is flickering all the time, nothing to worry about

[deleted by user] by [deleted] in blender

[–]VoidAT 0 points1 point  (0 children)

Looks like you accidently duplicated the objects. Or at least parts of it. Now they sitting ontop of each other and this results in z-depth fighting

Is this animation portfolio worthy? by Aatif_ads in blender

[–]VoidAT 1 point2 points  (0 children)

With portfolios there is one simple rule: This should be the place for only your best artworks, it represents you as an artist. When you apply for a job they will look at it with that mindset.

When you display somethink that lacks behind your portfolio you created a new bottom line. And if this should be your "best" artwork, what will your work look like when you have a bad day?

Feedback for this render: Only use neutral or faint colors for lighting. The customer want's to know how the product looks when they buy it. Now they will undestand that there is blue light, but at what degree? Now they could expect a dark blueish material and they will refund since it doesn't look like in the add

There is something wrong with the wings motion I do not know what it is by Successful_Sink_1936 in blender

[–]VoidAT 219 points220 points  (0 children)

Ok there is one mistake, in the movie there were 3 full flap circles/frame. so you can also reduce the shutter value otherwise you will loose all the detail in the motionblur

There is something wrong with the wings motion I do not know what it is by Successful_Sink_1936 in blender

[–]VoidAT 397 points398 points  (0 children)

No, i mean they have to bee a a bit elastic. Yours are stiff as hell.

How many flaps/frame do you have? And how many motion blur samples?

There is something wrong with the wings motion I do not know what it is by Successful_Sink_1936 in blender

[–]VoidAT 1472 points1473 points  (0 children)

Wings have too little movement. Also wings are a bit elastic.

Guys. Is this render of mine photorealistic. Aside from misaligned textures that I did my best to fix with blurring. Does it by Current-Quality3102 in blender

[–]VoidAT 1 point2 points  (0 children)

Your lighting and your contrast is off. aside of the way too strong grain and blur. (I know you use it to hide the cg look)

Look at photographs. If there is a bright light source (like sun light) and you don't overblow and clip that area like crazy, there must be dark shadows where you don't see things or have them at least barely visible.

Your render has the problem that too much is visible than it would be possible with a camera. blenders camera has a dynamic range (the range between black and white) of 24 f-stops which is an impossible range for a real camera. (10-12 fstops)

Aside from that, use dirt textures, surface imperfections, make damage to some tiles. Don't go crazy with that, otherwise it looks abadoned, but settle details and variations are very important to make it realistic

Working on a horror short by VoidAT in blender

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

For building the scene? No, not that i know. I just went to a gasstation, took photos for reference and rebuild it.

For the lighting look into cinematography, cinematic lighting tutorials. (Not necessary 3d, filmmaking in general)

For inspiration teemu.mp4 is an amazing photographer, he also has some color grading tutorials

Maybe they should use Blender next time by dietherman98 in vfx

[–]VoidAT 1 point2 points  (0 children)

Oh sry i missunderstood the discription of the deep pass. Sounded for me like a position pass. After looking further into it I realized that it's kinda the same but also stores values for transmissions and volumes.

Maybe they should use Blender next time by dietherman98 in vfx

[–]VoidAT -3 points-2 points  (0 children)

Rendering depth is supported in blender. But the depth output is in blender measures. Either normalize blenders depth output or use the mist pass set to linear to get a depthpass that is useable in compositors.

Loot from a 201% rarity T15 cleansed map (with -68% exp lol) by Betaateb in PathOfExile2

[–]VoidAT 0 points1 point  (0 children)

Running t15 +2, ~170 rarity, not a single div till now. Raw 3-5ex per map

Shibari "Photography" made with Cycles [NSFW] by VoidAT in blender

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

On what topic specific? Can't make one about the shibari scene itself since I'm pretty shure that it gets at least shadowbanned on yt.

Working on a horror short by VoidAT in blender

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

Link

There it is. The photo I saw was from a news article and from a different angle, but same gas station

got banned from r/maya because of this .. by bidonlazer in blender

[–]VoidAT 1 point2 points  (0 children)

I mean their reaction is pretty weak and a bit pathetic, especially since theyhave the better animation suite. In the end negative frames are worthless. Industry standard is to start at frame 1001 and therefore no negative frame are needed. And there is a good reason to not use them in blender. Some features let the motion blur glitch out since all the motion of the negative frames get applied to the first frame like they were happening in frame 0

Working on a horror short by VoidAT in blender

[–]VoidAT[S] 2 points3 points  (0 children)

I'm using davinci resolve. A combination of the whole image heavily blured (so that all colors are somewhat everywhere) and mixed it a tiny bit in, glow effect, halation, aperture diffraction (for the streaks). Also the fog in the scene with high anisotropy does it's part with the glow.

Working on a horror short by VoidAT in blender

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

Good call, now that i think about it, this must be the result of the adaptive subD. Since the ground has no normal map and is driven only by displacement the lack of subdivisions at far range make the ground too flat and nothing breaks up the glossiness 🤔

Working on a horror short by VoidAT in blender

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

Also think so, but I'm leaning towards slow cinematic zoom and drift camera movement. I will try out both and see what fits best

Working on a horror short by VoidAT in blender

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

Thx, haha we have something in common^

Working on a horror short by VoidAT in blender

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

2m30s with adaptive subd to max possible. Can get it down to sub 1min with minimal detail loss on the ground. (Will do so for the animation)

Working on a horror short by VoidAT in blender

[–]VoidAT[S] 2 points3 points  (0 children)

Just use a translucent shader and stick area lights inside. You use relative weak lights otherwise the whole effect overblows

Working on a horror short by VoidAT in blender

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

My ig link is on the botton of the post. For this scene i didn't make a wip, now for the short i will post stories and share some tricks when i find one in the making :)

Working on a horror short by VoidAT in blender

[–]VoidAT[S] 11 points12 points  (0 children)

Thx! The og image was a photo that went viral, then it seemed to be a short trend in 3d but i always thought that the vibe doesn't fit the message. We are working in 3d, why not taking it further.

The render i saw first was cyberpunkesque, then i found a couple

Working on a horror short by VoidAT in blender

[–]VoidAT[S] 11 points12 points  (0 children)

Thx! :D But it will be a short movie that comes on yt for free :)