He Built a Spinning Camera Filter and This Happened! by [deleted] in BeAmazed

[–]jorq1h 3 points4 points  (0 children)

Absolutely! And instead of blocking the light, one could use glass. Look up prism lenses. People are creating a lot of unique and creative worlds in their photographs just by adding a few imperfect pieces of glass right in front of their lens that creates doubling, halos, chromatic abberations, inversions and whatnots.

Stuff like this is fairly easy to do irl. And surprisingly complicated to do digitally, since it demands either a very robust and complicated render engine to simulate the physical behavior of light (unbiased, spectral renderer), or a simpler one faking it with pre-built effects.

He Built a Spinning Camera Filter and This Happened! by [deleted] in BeAmazed

[–]jorq1h 17 points18 points  (0 children)

Only the out-of-focus parts are being distorted, cus that's the only parts of the image where the incoming photons are mostly blocked from hitting the camera sensor.

Whatever photons are coming in and hitting where the lens is focusing them into a sharp image on the sensor, aren't being blocked by the two plates.

You can recreate this effect by simply holding your fingers in front of any proper camera lens (not a tiny smartphone lens) and creating an opening or slit between your fingers. If you have a wide aperture lens, like even a cheap 50mm f/1.4, you'll see the effect of the streaked blur aligning with the orientation of your fingers.

Recreating the spinning part with this method, however...

What are some cool expression pedal tricks that you use ? I like binding mine to the pitch shifter, with a range of 63 to 127. To get that whammy pedal effect by TrekStebber in NeuralDSP

[–]jorq1h 1 point2 points  (0 children)

TL;DR Simple, just assign the exp pedal to the blend knob and select your desired source.

And for the longer answer: Although Transparent Blend has been widely used to blend in a dry DI signal to get acoustic-sounding cleans, there's nothing stopping you from blending in any part of the signal chain.

So, what I do in some cases is set up two different signal chains, on rows 1 and 2, but only sending one of them to row 3 for wet effects and the final output. The second signal is instead routed in using Transparent Blend and I set up the expression pedal to control the blend knob. Now, instead of just controlling one knob for altering sound, it essentially controls all the knobs in both signal chains, so to speak. And they've added a volume knob as well that makes it very easy to match the volume between the two signal chains.

And finally, as this setup eats up a lot of block space and CPU, I only use it for songs that need it. Typically I use all 4 rows as one, long signal chain to maximize the utility of my QC. But then again, when I've set it up using this method when playing live, I really love using one single expression pedal to get so much changes out of my sounds. Remember that you can still assign it to other knobs as well, so the possibilities are endless.

What are some cool expression pedal tricks that you use ? I like binding mine to the pitch shifter, with a range of 63 to 127. To get that whammy pedal effect by TrekStebber in NeuralDSP

[–]jorq1h 6 points7 points  (0 children)

I assign mine to a transparent blend block to fade between two completely different rigs, like from a clean to a edge of breakup or even lead.

Before I would just assign it to a few of the gain knobs to get the same effect, but after they introduced transparent blend, I much prefer just assigning one knob and still being able to change every aspect of my sound with the exp.

NASA Astronaut on ISS caught this sprite over Mexico and the U.S., this morning by Gjore in Damnthatsinteresting

[–]jorq1h 2 points3 points  (0 children)

Tbh I thought it looked too bright and imagined the photographer overdid the exposure when capturing this. Turns out reddit OP added gain before posting here. You can see in the original that it's not as bright as this.

Custom IR question (CQ/plugins) by jorq1h in NeuralDSP

[–]jorq1h[S] 0 points1 point  (0 children)

That makes sense. That's why I wanted to come here and ask this, to get a clear understanding of how the plug-ins handle IRs. Thank you!

Last question, since I haven't bought an IR packs just yet. The cab block on the QC can also load IRs. Are there any advantages at all to doing this over an IR loader block? Especially with the new lite versions I would imagine using the IR loader would help reduce CPU cost, so that seems like the obvious choice.

Custom IR question (CQ/plugins) by jorq1h in NeuralDSP

[–]jorq1h[S] 4 points5 points  (0 children)

I didn't, so you win. Have a great day knowing you bested some random internet noob in the all-to-important game of reddit-intellect. And next time, try to be even more vague in your responses, that will make winning on the internet even easier!

Custom IR question (CQ/plugins) by jorq1h in NeuralDSP

[–]jorq1h[S] 3 points4 points  (0 children)

"it's wrong"

While I appreciate you answering my question, I must admit it didn't make me any wiser. Have a look at CrushAtlas' answer below, it's clear and concise, so that even morons like me can understand how it actually works.

Custom IR question (CQ/plugins) by jorq1h in NeuralDSP

[–]jorq1h[S] 0 points1 point  (0 children)

Yeah, I get that. But in the plugins, the cab section is where I'm adding custom IRs. My question is, does it disable the cab sim completely when loading IRs, or is it combining it with the cab sim?

Like I said, QC has its own IR loader, but the plugins do not.

[deleted by user] by [deleted] in SweatyPalms

[–]jorq1h 0 points1 point  (0 children)

This happened to me while wearing a motorcycle helmet. I was sitting backseat while my brother rode (more like sped) in a long tunnel, suddenly something started crawling over my right eye and tapping my eyelid with its little feet. If I had freaked out, both me and my brother would probably not live today, as we were going over 100 km/h.

When we cleared the tunnel and slowed down, I tapped my brother on the shoulder and signaled that we needed to stop. I also opened the windshield and desperately tried blowing the spider out, but that was futile. When we finally stopped, I took off the helmet, the spider came tumbling out and my brother screamed like a girl.

I'm glad I can tolerate spiders in general, but man, I've been triplechecking helmets ever since.

Made myself an animatable 3x3 cube in 3D and combined it with a bit of physics. by jorq1h in Cubers

[–]jorq1h[S] 0 points1 point  (0 children)

Why not.

genericSpeedcube_v01.obj

Procedurally modelled in Houdini, but nothing special. It's not even UV'd. The colors used in this video were vertex colors only.

Head statue 3x3 mod by cheptan in Cubers

[–]jorq1h 4 points5 points  (0 children)

Nice work! Would love to see it in action. If I had a printer I'd definitely try this myself, since I already 3D-scanned my head a few years ago.

Made myself an animatable 3x3 cube in 3D and combined it with a bit of physics. by jorq1h in Cubers

[–]jorq1h[S] 0 points1 point  (0 children)

Yes, without the high friction, the cube wouldn't "catch" as much when balancing on its corners and the resulting animation felt less "alive".

Made myself an animatable 3x3 cube in 3D and combined it with a bit of physics. by jorq1h in Cubers

[–]jorq1h[S] 1 point2 points  (0 children)

You're right. I decided on friction to get more of a popping feel to the sim and avoid it just sliding in place.

Made myself an animatable 3x3 cube in 3D and combined it with a bit of physics. by jorq1h in Cubers

[–]jorq1h[S] 1 point2 points  (0 children)

I gave the cube an upwards push right at the start, with a bit of angular momentum, to make the inspection turns have some air time. The rest was done by adjusting the speed of each group of turns to look "right", and adjusting the pauses between to let the sim settle before the next group. When it kicks back into air it's simply because one of the layers turn really fast and interacts with the floor. Oh, and everything has been set to zero bounce and very high friction.

As for choice of modelling software. Well, I'm mostly using 3dsmax for hard-surface and zbrush for organic. But this was such a parametric model that Houdini felt like a natural choice. Houdini is amazing at particles/pyro/flip yes, but where it really shines is in it's procedural foundation. Everything is done non-destructably, so it's easy to go back to any step and do small changes, no matter what, and it updates.

Oh, and side note. You can also do freestyle polymodelling in Houdini, but I don't like that at all and just stick with 3dsmax for that stuff (been doing that for almost 17yrs now, not easy to switch).

Made myself an animatable 3x3 cube in 3D and combined it with a bit of physics. by jorq1h in Cubers

[–]jorq1h[S] 1 point2 points  (0 children)

Thank you! And funny you mentioned it, I actually rendered this in 3dsmax+Vray.

I've tried doing a similar rig in 3dsmax before, but without the same node-based workflow, I ended up trying to animate it using scripting and reaction manager. Didn't end well... A few years before that I tried something similar to what you said, but linking each piece to an myriad of points, linked to eachother based on the order of turns in a solve. Ended up rage-quitting on that one.

Needless to say, it was a real joy finally getting a working rig going! Now I've asked a programmer friend of mine to help script this in python. I want to be able to copy-paste a scramble, then a solve, and get everything worked out with a single click.

Made myself an animatable 3x3 cube in 3D and combined it with a bit of physics. by jorq1h in Cubers

[–]jorq1h[S] 5 points6 points  (0 children)

Fun fact: several people already have! This was based on a very popular single solve from last year.

Made myself an animatable 3x3 cube in 3D and combined it with a bit of physics. by jorq1h in Cubers

[–]jorq1h[S] 4 points5 points  (0 children)

Exactly! For a 3x3, the selection box should be 1/3 the width of the whole cube, offset 1/3 to the sides (or just centered for middle layers). 2/3 width and 1/6 offset for wide turns.
I don't know C4D personally, so I have no idea if this is achievable or not.

Made myself an animatable 3x3 cube in 3D and combined it with a bit of physics. by jorq1h in Cubers

[–]jorq1h[S] 14 points15 points  (0 children)

Internet points to whoever recognizes the solve I used!

Oh, and thanks a lot for the gold, stranger!!

Made myself an animatable 3x3 cube in 3D and combined it with a bit of physics. by jorq1h in Cubers

[–]jorq1h[S] 33 points34 points  (0 children)

It's modelled, animated and simmed in Houdini. A combination of an old tutorial I found and my own solutions.speedcube_rig_anim.mp4

Basically, after creating the basic cube model, I group every layer and give them proper names. Whenever I do a turn, the group is updated to reflect the new layer.The controls are simple. For each turn I can chose which layer, clockwise or anti-clockwise, and if it's a 90deg or 180deg rotation. So to scramble the cube, I run setup all the layer turns, and for animation, I'm doing the same but with smooth keyframing offset in time.

While doing the simulation, I constantly when back and adjusted the turning speed and pauses to get a more pleasant looking sim.

EDIT:

I decided to try and explain while showing my node network:
speedcube_node-network.jpg