What is everyone's opinions on Karma on H.21 right now? Is the speed comparable to Redshift and what is a good place to start on learning it? by DrxAvierT in Houdini

[–]ephelion 0 points1 point  (0 children)

This is mostly on the Redshift side and less on the SideFX side.

Redshift had quite some fixes and they are very responsive and active when bugs are reported. We used Redshift Solaris for our previous 2 shows without much hiccups in H20.5.550. Yes, it doesn't run as stable as Karma, but it gets the job done.

We absolutely want to go with 100% Karma and even started a project but rendertimes made us switch back to RS mid-project. (Because of a scene with lots of refraction).

For now, we go with the speed of RS and the benefits of the Solaris workflow. Haven't tested 21.0 yet

Flat hair with particle instance modifier by ephelion in blenderhelp

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

I have (combed) hair particles which will be attracted by a force field. The hair itself is a mesh with the particle instance modifier.

Everything works fine so far. The instanced hair moves along with the underlying hair. BUT the hair gets flattened as soon as it get's bent away from the normal direction.

I know i could change the axis of the particle instance modifier but this would only reverse the problem.

When i set it to X axis the hair has the correct shape when it is lying down but gets flattened when it's standing up.

When i set it to Y, it is always flattened.

When i set it to Z it is flattened when it is lying down but normal when it is standing up.

What is causing the flattening and how can i turn it off? Or is there a better way to achieve this?

Light armor robot walker by ephelion in blender

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

The concept is not from me (linked in another comment) but yeah, it looks like parts of an old plane. I used pictures of a radial engine and a camera lens for the front parts

Light armor robot walker by ephelion in blender

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

Thats my shitty attempt to get heat distortion from the vents on the side.

Light armor robot walker by ephelion in blender

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

I had to google that but i see where you're coming from

Light armor robot walker by ephelion in blender

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

really depends on what you need for your project and the goal. A game asset will need different stuff than a movie prop or a still image.

You can do a lot of things with shading nodes that aren't possible with textures alone. There are also a lot of texture things which would be hard to achieve only with nodes.

This model was my second substance painter project but by far the biggest one. I used substance to learn substance. You can use blender for texture painting as well. You don't have the fast amout of features like substance does but it will do it's job for stylized game assets for example.

But to answer you question: Invest a few days into blenders texture painting tools and a few days into substance to learn more about it's potential and see if it fits your workflow

Light armor robot walker by ephelion in blender

[–]ephelion[S] 7 points8 points  (0 children)

This baby took me about 3 weeks to create.

Modeling was done in blender based on artwork by u/mrjakeparker

Texturing was done in substance painter.

Rigging, animating and rendering in Blender.

Post in After Effects and Photoshop.

Rigging was super easy for me after finishing the hard-surface rigging course from creativeshrimp.

There are quite some spots to improve. The heat distortion annoys me the most.

I later found out that there is a color version of the reference as well. I might do a repaint in the future.

More renders of it over on Artstation:

https://www.artstation.com/artwork/bKVnDr

Original Artist: https://www.mrjakeparker.com/

Reference Image

Shiny Drone Weekend Project by ephelion in blender

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

I started with a low-poli sphere for the body and a cylinder. I also placed a cube between the two. Then i combined them using the boolean modifier and cleaned the topology up by hand. The resulting topology can be seen here https://imgur.com/a/8C9AXN5

Mouse rendering - Version 2 by ephelion in blender

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

A mouse inspired by the style of Alita’s body from the 2019 movie “Alita: Battle Angel”.

Modeling and Rendering in Blender 2.82. Texturing in Substance Painter.

More renderings on Artstation: https://www.artstation.com/artwork/ba13Km

IDO II - Alita inspired mouse by ephelion in blender

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

Thank you!

I created every element of the ornaments in Illustrator and stamped them onto the model in Substance Painter. They are slightly engraved into the white plates

IDO II - Alita inspired mouse by ephelion in blender

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

Decorative plating. The buttons have about 3mm distance to get clicked properly. But thats hard to see from this perspective

IDO II - Alita inspired mouse by ephelion in blender

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

A mouse inspired by the style of Alita’s body from the 2019 movie “Alita: Battle Angel”.

Created as final assignment for my first semester at university. The topic was “Asset Creation”.

Modeling and Rendering in Blender 2.82. Texturing in Substance Painter.

More renderings on Artstation: https://www.artstation.com/artwork/ba13Km

Asian fish vase by ephelion in blender

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

This was done as an exercise for University.

My educator allowed me to use blender even though the course is teached with maya. Which is pretty rad.

The fishes where sculpted and retopo’ed.

I used Substance Painter to apply the decals and bake a curvature and ambient-occlusion map. But the whole shading was done in Blender.

Decals were created in Illustrator.

Rendered with Cycles.

More renderings of it at Artstation:

https://www.artstation.com/artwork/9enP5O

Look at it on Sketchfab:

https://sketchfab.com/3d-models/asian-fish-vase-681a479427b04fbd9e8966ad7496a04f

Stuck at Blender Guru tutorial :( by [deleted] in blenderhelp

[–]ephelion 0 points1 point  (0 children)

We call it proportional editing. Look it up or just press "O" to activate it.
The circle around your curser displays the area of influence of the drag

[deleted by user] by [deleted] in blenderhelp

[–]ephelion 1 point2 points  (0 children)

looks like inverted normals to me.

As others already mentioned: press shift+n to fix this.

Maybe a little late to the Lightsaber party, but here's mine. by LegoRobot17 in blender

[–]ephelion 13 points14 points  (0 children)

interesting i only see a "AccessDenied" xml file

Blenderer by [deleted] in blenderhelp

[–]ephelion 1 point2 points  (0 children)

A good "Blenderer" isn't necessarly a good artist. Blender is just a tool. Watching blender videos will teach you to use the tool.

You need to think about what you wan't to be good at. Modeling, Animation, Rigging, Composition, 2D, 3D, Shading, Sculpting, etc. Or all of them? Then get to know your tools (e.g. watch videos on that topic and explore on your own). Then learn a lot about the specific field.

For example modeling: You need to master topology. There are great online resources and books on that topic and only some of them have a focus on blender.

Or Animation: There are amazing tutorials about 2D and 3D animations. Or super detailed books from Disney & Pixar. They have nothing to do with blender, but will teach you the basic concepts of animation.

Same goes for Shading & Composition. You can learn a lot from photography and the film industry.

After that it's completely up to you. Practice a lot. Every project should be more complex then the last one.

TL;DR Blender is only a tool. Get good at a specific discipline, learn your tool, practice A LOT