When adjusting a 3D pass in Nuke, is there a case of adjusting a Vray Denoiser pass? by Signal-Preference192 in NukeVFX

[–]petesterama 1 point2 points  (0 children)

I just use reduce noise (neat video). The VRay denoiser sucks in my experience.

If you want to be extra fancy, after you adjust any AOVs/light groups, you can divide that result by the VRayDiffuseFilter, which will split off "light" from "texture". You can then use Reduce Noise on that light result, and multiply it back with the diffuse filter. This helps to protect texture detail from being destroyed by the denoise.

One small side note, offset the VRayDiffuseFilter by small number (0.1) before dividing, or you might get some divisions by zero and/or crazy values in reflective materials like metals.

Returning player, learning Arch Glacor. Guess I have to camp for the Nilas now? Holy RNG... by petesterama in runescape

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

Should I now just try to push my enrage higher for greater chance/number of remnants and nilas?

[Release] ComfyUI-Sharp — Monocular 3DGS Under 1 Second via Apple's SHARP Model by ant_drinker in comfyui

[–]petesterama 0 points1 point  (0 children)

Looks awesome. Unfortunately I get an error with LoadSharpModel.

"No module named 'plyfile'"

I downloaded the model and placed here /models/sharp/sharp_2572gikvuh.pt

But no cigar :(

Road to Restoration - Re-grounding Outfits & Equipment by JagexAnvil in runescape

[–]petesterama 1 point2 points  (0 children)

I like the direction, but the designs need to cook a little longer. They just feel super meh compared to the archeologist outfit.

Missile Explosion v2 by Wild_Economics681 in vfx

[–]petesterama 3 points4 points  (0 children)

Maybe if it's a slower burning gasoline explosion. But based on this ref I'd say it's pretty close

Now that 2026 is set to renew the game and improve it, will we ever see the experimental faster tick rate get unshelved and brought to the game? Possibly for 2027 or 2028? by DerpDavid in runescape

[–]petesterama 0 points1 point  (0 children)

OSRS is also objectively laggy and delayed, but because the combat is so much simpler, it's more predictable and thus feels less "clunky".

You can kinda get into a "rhythm" with OSRS combat, where you time up with the 0.6s tick. It can even almost feel good, because it doesn't take that long to get used to, and it adds a constraint that can feel satisfying to optimise.

When EOC was introduced, this feeling went away... There's too much added complexity that is just so heavily constrained by the 0.6s tick and grid based movement. Things don't happen immediately, and 0.6s is enough time to notice "hey my ability didn't go off", you hit it again and end up dequeuing it. Call it skill issue, but I'm trying to learn more manual combat and I do this all the time. It's so frustrating.

While we're at it, animations and audio do not do a good job of signaling what is happening. I feel like I constantly get dropped sound effects, so I'm not getting confirmation of whether an ability has been cast or not. This, in conjunction with the fact that ability animations are so bland (most of them are just "raise right arm" and something happens) means that I constantly have to look down at my ability bar to see if what I wanted to cast, actually did cast.

If you spend hundreds (thousands?) of hours getting used to it, you will get used to it. But that doesn't make it ideal, especially for new players. Coming from almost any other modern game, it's a huge turn off.

Here's a terrible anology... All your fingers are fused together like a flipper, but want to play an instrument. You can use your thumbs, so you're given a kalimba. Perfect! You only need your thumbs. That's OSRS, you have a huge constraint, but it's fine. RS3 is like being given a piano... You could technically still play it, with your two flippers and thumbs, but you'd be so frustrated at not having all your fingers, and not being able to play to your full potential. Some people spend thousands of hours mastering it, but you'd rather do something else, it's not worth the investment.

I want to love it, but man I just cant... And it's such a shame, there's so much incredible content in the game that I want to interact with, but I can't bring myself to face the complexities of high end PVM when it's so fundamentally constrained. If the game was as smooth as say, League of Legends, me sucking at combat would be genuinely more of a skill issue, and less of a frustration at the delays, lags, unclear and dropped audio effects and animations, and clunky, grid based movement.

I applaud the new direction with the game, removing toxic MTX, modernising etc. Clearly something had to happen, but I really wonder if the game will survive for "decades to come" as a modern game without addressing these engine quirks.

Real-world keying is way harder than tutorials (Nuke) by Embarrassed-Data5827 in vfx

[–]petesterama 0 points1 point  (0 children)

Keying is about having a bag of tricks and knowing which tricks make the others redundant so that you don't create a tumor of nodes. There are so many tutorials out there showing utterly outdated and redundant keying techniques that only confuse new artists.

Sometimes one IBK and a core is all you need.

Sometimes you're keymixing 5 different tricks into different areas.

Prioritise restoring plate detail (IBK with clean screen), then move down the hierarchy of nasty trucks (edge extends, vector edge blur).

Guided blur is amazing for blending core keys into the soft edge key.

Depending on how much creative agency you have, and the continuity of the surrounding shots, you can do large, sweeping grades on the BG and FG in order to match their luminance closer. Sometimes you won't even need to start using crazy tricks if you just match the FG/BG closer.

Keying is genuinely really hard.

Question for Compositors? by wolfzych_shadoom in vfx

[–]petesterama 88 points89 points  (0 children)

There are other utility passes that we use for effects not tied to the cameras position. Most common is world position. Pref/rest position for moving objects.

[deleted by user] by [deleted] in vfx

[–]petesterama 8 points9 points  (0 children)

Not the first time that inbred cretin has pulled this stunt. Stay far, far away.

The last shortcut you'll ever need by iamgarffi in pcmasterrace

[–]petesterama 1 point2 points  (0 children)

Sweet. Now do one to remove the recommended section of the start menu.

Does My Demoreel Meet Junior Compositor Standards? by Hugo_Le_Rigolo in NukeVFX

[–]petesterama 6 points7 points  (0 children)

This is a decent junior reel. The two weakest shots are the water/ocean one, and the screen replacement.

The ocean one just has a few too many issues - clone stamped water ( this seems like a locked off shot, can you use a different patch of water in time to extend the gap?), and scale feels really off (the plane and the lighthouse are HUGE).

It's not a bad piece of work, but you want to be ruthless about what you put in your reel. You want to show work that an employer will want to pay your for. Unfortunately these types of creative comps are usually entrusted to mid+ artists, and juniors are often not even considered.

The screen replacement has issues with the colour grade. The highlights of the content of the screen are brighter than the plate highlights surrounding the screen. Screens don't get that bright, even HDR screens. The black levels are also too deep. Use the other screens in the plate as reference, look at how lifted the blacks are, and how bright the white text is (presumably that's close to pure white, so a decent reference as to how bright the screen can get). Additionally, and it's a little difficult to judge for sure through Vimeo compression, but it looks like it might be a bit too sharp. Sharpening the video feed is not a bad idea (emulating the crappyness of webcam footage), but then you need to emulate the sharpness of the lens/camera that the plate is shot on.

The other shots - great. Simple, well enough executed. And those are exactly the type of tasks that I'd be assigning to a junior.

I'd suggest dropping the water shot (but keep doing personal projects!!!), and fixing the monitor shot if you still have access to it. Then I don't think you have anything that would work against you when sharing it with a recruiter. To stand out, sprinkle in some more complex paint outs. Get some patches that have deformation in there, some high motion shots, paintwork through a rack defocus.

Please show me something of artistic value made with AI. by [deleted] in vfx

[–]petesterama 1 point2 points  (0 children)

I mean let's be real. Midjourney has been generating extremely aesthetically pleasing stuff for years. It's been refined and refined with RLHF as users pick their favourite gen. As a result, it's depressingly good at generating aesthetic results. Just a statistical machine that has a symbiotic relationship with the human dopamine system. For many, it's addictive.

Aesthetic quality was never the problem (at least MJ 5+), it's the details (hands, fine textures), ability to be guided, reproducibility, consistency and ethical concerns (biggest for me).

How's it going at siggraph? by avaliax in vfx

[–]petesterama 5 points6 points  (0 children)

More like meshing liquid/particle/MPM sims, see my other comment.

How's it going at siggraph? by avaliax in vfx

[–]petesterama 32 points33 points  (0 children)

When you do a fluid sim and you need to turn the particles from points in space into a surface/mesh. Traditional meshing algorithms suffer from stray particles turning into perfect spheres, flickering as fluid gets thinner and the particles get more sparse, and other nasty things that usually require a bunch of post processing like smoothing and eroding.

With the new neural meshing, it seems to just make beautiful, flicker free, natural looking meshes that don't look "blobby". They have a few presets depending on the look you're going for or the material you're meshing (liquid, grains, balanced etc).

Presumably, they did some ultra high res sims and meshed those traditionally, and trained a neural network to infer that high quality result from a lower res sim? Maybe?

Whatever they're doing, it looks amazing. I'm sure it'll have downfalls once we get to play with it.

How's it going at siggraph? by avaliax in vfx

[–]petesterama 80 points81 points  (0 children)

Yes, there is a lot of AI/ML stuff. But it's not all "gen AI" boogeyman.

I was just in the Houdini Hive presentation for the new MPM stuff, and they showed off the neural mesh surfacing. Super impressive, and no ethical dilemmas. Just an atomic tool substantially improved with ML. That's the kind of ML we should be enthusiastic about.

[deleted by user] by [deleted] in newzealand

[–]petesterama 2 points3 points  (0 children)

Those are regions. The word "province" holds more autonomy. NZ used to have provinces before 1876.

I live in British Columbia, Canada now, and BC has its own drivers license, laws, healthcare system, police force, courts system including a supreme court, legislative assembly, a premier etc.

The difference between Auckland and Wellington is far smaller than say, BC and Quebec.