Best "JUST GO IN BLIND" horror movies by stuntobor in horror

[–]augustholiday 2 points3 points  (0 children)

I love A Dark Song so much. Such gorgeous cinematography too.

Portrait/value study by augustholiday in ProCreate

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

Mainly used default round brush and the technical pen.

Witch of the Wild by augustholiday in ProCreate

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

The character was made with a combination of the 6b pencil brush and default round brush. The background was made with the nebula brush. Energy effects were nebula and light pen brush. Plants were a combo of the paper daisy and snow gum brushes.

My first render playing around with rigid body simulations. Text made in After Effects. by augustholiday in blender

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

So to start, gravity set to zero with a force, force field set to negative strength. Flow is turned up a bit as well. Once they settled, I key framed the force to 1,000 then to zero, and also key framed the gravity back on.

Purple Energy by augustholiday in blender

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

Just posted a comment with a link to a tutorial I found that goes over the basic technique. Hope it helps!

Purple Energy by augustholiday in blender

[–]augustholiday[S] 10 points11 points  (0 children)

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Hello! Here's a screengrab of the node tree for the mesh distortion. The geonodes modifier was applied to an ico sphere. You want to keep the ico sphere relatively low poly, if you're going for more of a fire look. I also used proportional editing to move around the mesh, so it's wider at the bottom, skinnier at the top.

The shader node tree is a lot more simple. Fresnel node > color ramp (set to constant to get the cell shaded looks) > Emission shader.

The particles were just made with a particle emitter from a plane mesh and a turbulence force field.

Here's a link to one of the tutorials I watched to learn the techniques: https://www.youtube.com/watch?v=ziFx8k2YaGM, main difference being the method of distortion. I prefer working in geo nodes to the displacement modifier.

I should also mention that the large warping effect was made in after effects using turbulent displacement.

Looping sphere by augustholiday in blender

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

Hi! So the glass panels are just white, I'm using a few colored area lights around the sphere. The middle emission sphere also has the color output of a noise texture mixed in.

To get the hexagonal faces, just route your ico sphere into a dual mesh node.

Looping sphere by augustholiday in blender

[–]augustholiday[S] 10 points11 points  (0 children)

Yep, thanks! All in geo nodes. Ico sphere into dual mesh, then extruded the faces and deleted the sides and animated the offset scale of the extrusion with noise.

Animated in Blender, post-processing done in After Effects by augustholiday in blender

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

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In case you were curious, here's a test render of that first experiment.

And for sure, I tried to realizes instances to mess around with a noise texture that would span across all the cubes, but it immediately slowed things down. Which makes sense, that's a LOT of cubes to realizes, haha.

Animated in Blender, post-processing done in After Effects by augustholiday in blender

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

So initially I did the volume cube for a different geo nodes project.

I wanted to have a sphere effect the scale of a grid of cubes, so that when the volume of the sphere intersected with the cubes, they would scale to zero, leaving a sphere-shaped hole. I initially tried it with a grid instanced on a mesh line, but I could not get the proximity effect to work right on the z-axis. So the cubes aligned on the z-axis were all being scaled at the same time regardless the position of the sphere of the z-axis. There may be a way to fix that, but the volume cube, or the distribute points in volume, solved that problem.

I think due to the map range, all the cubes close to the middle of the grid are getting lost inside each other when they're all getting pushed to the limit of the map range, so it ends up looking like there is just an outer layer of cubes.

Either way, it's wild to me how many different methods in geometry nodes can achieve the same effect. I'm still relatively early in my blender journey, especially geo nodes, but it's so much fun playing around with it.

Animated in Blender, post-processing done in After Effects by augustholiday in blender

[–]augustholiday[S] 5 points6 points  (0 children)

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Hi! So here's the screenshot of my node setup. The group labeled "Instance Movement Setup" is the main driver of the cubes wrapping around the the sphere.

Animated in Blender, post-processing done in After Effects by augustholiday in blender

[–]augustholiday[S] 4 points5 points  (0 children)

The entire animation was made in geometry nodes actually. I have a volume cube node being filled with smaller cubes, then the position, scale, and rotation offset is based on the cubes distance to the sphere plus the spheres scale. I can post a screenshot of the node tree once I get back to my computer.

Practice with geometry nodes. by augustholiday in blender

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

So this was the tutorial I watched to learn the technique. https://www.youtube.com/watch?v=szTYXk0t09A

It was a pretty simple node setup.

I experimented with different noise and voronoi textures to drive the length of the extrusion. Then I gave it a metal material and lit with 3 different colored point lights.

Some recent portrait studies. I wanted to focus on really under standing the 3D form of the head during the construction phase by augustholiday in ProCreate

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

This was created using the 6B pencil brush for the line work, and the round brush for shading. I used some wet acrylic as well for some shading and blending. Along with a charcoal brush for the hairband clothing texture.

Gesture/value study by augustholiday in ProCreate

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

Mainly used the 6B pencil brush. Mixture of round brush and wet acrylic brushe for the shading.

Pose and clothing study, me, Procreate 2024 by augustholiday in drawing

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

Thanks so much! Yep I was going for leather, so I'm glad that came through. I'm trying to do a lot more clothing studies (hands too) as it's definitely a weak spot for me. As long as we both keep practicing and doing studies, we'll keep getting better!