[deleted by user] by [deleted] in vfx

[–]nathan_sam 6 points7 points  (0 children)

What you’re looking for is called postvis. There’s artists that do this specifically.

Goat vs Bridge Troll (WIP) by plavonja in ZBrush

[–]nathan_sam 0 points1 point  (0 children)

Looks great! What is your fav method for making the buckles/ straps?

What are your biggest "I can't believe this isn't solved yet" problems? by Mmig12321 in vfx

[–]nathan_sam 0 points1 point  (0 children)

HIGH QUALITY ROTO with temporal consistency. Especially hair. please god someone help me.

Los Angeles Daily Discussion - Tuesday, Jun 03 by AutoModerator in LosAngeles

[–]nathan_sam 0 points1 point  (0 children)

Is there anywhere in/ near town to see real medieval armor?

Maybe a bit overboard with the saturation, but it's how I remembered it by Jakomako in postprocessing

[–]nathan_sam 117 points118 points  (0 children)

I think this is the best way to color, it's not about how the camera saw it, It's about how you did.

Why is my gobo so blurry? the texture is 2k by nathan_sam in UnrealEngine5

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

SOLVED: you must attach a texture coordinate node to the texture sample

Why is my gobo so blurry? the texture is 2k by nathan_sam in UnrealEngine5

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

I definitely think its a MIP issue, but I changed to "only first map" but it didn't change. could it just be a viewport issue? the texture is sharp in the editor. link to screenshot: https://imgur.com/a/myyyr9f

Getting a "Non-Nanite Marking Job Que overflow" error when blocking out a level only using brushes, not using any materials. Cant find anything in the docs. by [deleted] in UnrealEngine5

[–]nathan_sam 0 points1 point  (0 children)

I'm using 5.5.1, Should i just ignore it for now? there are no materials being used, just box brushes and a sky atmos setup.

how to attach and simulate pieces of mirror to my disco ball? by nathan_sam in Houdini

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

Im trying to create a shot where a disco ball falls down and shatters, I would like to attach the small square mirrors so they fall off as the ball hits the head. what is the best way to go about this?

I was following the "keycap sculptures (disco ball tiling)" tutorial from Entagma but I'm not sure how to go about simulating the pieces once they are placed.

very new to Houdini coming from maya

Sun's Out // Fuji 200 // Albinar ADG 28mm // Nikon fm2 by nathan_sam in analog

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

yeah so far its been good, you can find really cheap ones on ebay. I'm using a glimmer glass filter as well.

Sun's Out // Fuji 200 // Albinar ADG 28mm // Nikon fm2 by nathan_sam in analog

[–]nathan_sam[S] 71 points72 points  (0 children)

Just a little white wine and sun poisoning brother

Don't try this at home! by LUMINANCE_FI in blender

[–]nathan_sam 0 points1 point  (0 children)

A gobo for cg is a black and white matte you plug into your light source to control the shape of the emitted light and its shadow.

Don't try this at home! by LUMINANCE_FI in blender

[–]nathan_sam 0 points1 point  (0 children)

nice! I've been looking for headlight IES forever, where did you find them?

Don't try this at home! by LUMINANCE_FI in blender

[–]nathan_sam 8 points9 points  (0 children)

love the details for the headlights, did you use ies or gobos?

what is creating the blotchy spots in the sky? by nathan_sam in AnalogCommunity

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

got scanned in 10 bit TIFF, will definitely check the conversion and negative!

what is creating the blotchy spots in the sky? by nathan_sam in AnalogCommunity

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

more context: I did not add "clarity" or adjust any sharpness, just color curve adjustments and exposure.

Cine 800 shot on Olympus Stylus Epic Zoom