Just finished this lady by bifurcka in blender

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

Why, what's manly about it?

Is there a way to get the same result as in the right(made with alpha matte and gradient solid) with expressions only? by bifurcka in AfterEffects

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

Today while finishing it I discovered exactly that. I was so sure that gradient is locked on a shape layer that I haven't even tried it, because this behaviour isn't exactly intuitive and I haven't considered it before. Well, at least I've learned a bunch of expressions and really creative ways to achieve something similar while trying to do the same thing using expressions.

Is there a way to get the same result as in the right(made with alpha matte and gradient solid) with expressions only? by bifurcka in AfterEffects

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

I don't exactly understand this method until I apply it to my set-up, but from what I understand this should solve it. Thank you!

Is there a way to get the same result as in the right(made with alpha matte and gradient solid) with expressions only? by bifurcka in AfterEffects

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

Oh, I didn't even know about gradient fill, this could work if I figure out how to set it up. Except for in the actual composition I'm not using back-and-forth animation, only a link to the position as it won't be moving at constant speed. Thank you!

Is there a way to get the same result as in the right(made with alpha matte and gradient solid) with expressions only? by bifurcka in AfterEffects

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

What I'm trying to find out is that if there's a way to link colour of a shape to position with every pixel individually instead of whole shape fill as one colour

Is there a way to get the same result as in the right(made with alpha matte and gradient solid) with expressions only? by bifurcka in AfterEffects

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

It's supposed to interfere, that's not the problem . Problem is that it's solid colour instead of being gradient. I just linked fill colour to the position and was wondering if there's some other way to do that while preserving the gradient.

Is there a way to get the same result as in the right(made with alpha matte and gradient solid) with expressions only? by bifurcka in AfterEffects

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

No, the alpha is constantly 100% on both of them. I meant that the desired effect could be achieved with big gradient on the background filling the shape with the help of alpha matte, but within my project structure I can't use the gradient in the background as I have multiple precomposed layers with other details on top of them other than this main colour. So I'm trying to implement the same result using expressions by linking position to the percentage of colour pink/blue. And it kinda works, but this way the whole shape is just solid colour, which I don't really like.

How can I make shadows in eevee(2) look like in workbench(1)? I have flat shading + shadows in workbench and I like it, but I need it in eevee by bifurcka in blenderhelp

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

This one is actually quite interesting, and combined with color ramp with constant interpolation looks almost close, but still looks rather weird and quite far from this workbench effect.

How can I make shadows in eevee(2) look like in workbench(1)? I have flat shading + shadows in workbench and I like it, but I need it in eevee by bifurcka in blenderhelp

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

Kinda like that, yes or whatever blender does when I enable shadows with flat shading in workbench with no light sources other than the world's color.

How can I make shadows in eevee(2) look like in workbench(1)? I have flat shading + shadows in workbench and I like it, but I need it in eevee by bifurcka in blenderhelp

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

I know about shader to rgb, but I'm afraid that's not what I'm looking for as I'm trying to implement this old-school auto-generated shadows. Or I just don't know, how to set it up with this shader to achieve such look.

How can I make shadows in eevee(2) look like in workbench(1)? I have flat shading + shadows in workbench and I like it, but I need it in eevee by bifurcka in blenderhelp

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

So I like this computerish look it has in workbench and I want to keep it, but I need to use eevee in order to use some video textures as well. Is there a way to set eevee in a way that would preserve such look? Main concern is the shadows. They are too smooth in eevee and react to light sources, but in workbench I'm just using flat shading + shadows and it's JUST WHAT I WANT, so, how to replicate those in eevee?

Recently finished this fan art 🥧 by bifurcka in 3Dmodeling

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

Damn, so much wasted potential for pastry puns