Quick test using Easy Scifi and Physical Sky Atmosphere addon in EEVEE . Second image after grading in Photoshop ( should be possible get similiar result using Blender Compositor , but my laptop not powerful enough to process 32 Bit image)
Yes thats the name of addon . I like it because that remind me and behave just like( E-on) Vue . And although the addon ( and VUE) created for outdoor purpose, with carefully positioning camera or using backdrop we can use it in scenes which mostly using indoor lighting setup . Try set Azimuth and Elevation first , then slowly find the perfect spot for your (indoor) scene
You might also try to enable ACES and real world physical value in addon setting ( edit preferences ) . To compensate overcast and to make final render close with cycles ones , I`m always set my Color management to high contrast , slightly boost exposure and dip the gamma value around 0.8 or so . If you have emission in your scene , you can easily play with those setting until you find the most great glow and bloom effect
You might also try to enable ACES and real world physical value in addon setting ( edit preferences ) . To compensate overcast and to make final render close with cycles ones , I`m always set my Color management to high contrast , slightly boost exposure and dip the gamma value around 0.8 or so . If you have emission in your scene , you can easily play with those setting until you find the most great glow and bloom effect
Great advice I always had trouble keeping my bloom when using the add-on
But indeed My nostalgia for the look of vue renders from my bygone Poser days
is what made this Addon an instant buy when I first migrated from C4D to Blender after my agonizing six year production of “Galactus rising”
It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.
I presume you used an Array modifier?
I'd change it so you have a very tiny gap between the tiles.
You could either use the relative offset and set the dimension to slightly above 1.0; my preferrered method is to use the Constant offset and set the offset to a value, for example 1 metre, with the size in edit mode some around 0.09 - 0.98
By using the constant offset you then keep measurements accurate and build other objects to fit in the same scale; although both will do the job and is as much about preferred workflow.
It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.
I presume you used an Array modifier?
I'd change it so you have a very tiny gap between the tiles.
You could either use the relative offset and set the dimension to slightly above 1.0; my preferrered method is to use the Constant offset and set the offset to a value, for example 1 metre, with the size in edit mode some around 0.09 - 0.98
By using the constant offset you then keep measurements accurate and build other objects to fit in the same scale; although both will do the job and is as much about preferred workflow.
And if you are feeling particularly brave, try it with Geometry Nodes. A big difference that I've already benefitted from, over the array modifier, is that you can use a Realize Instances node to make the output actual geometry, and then you can snap to it, and do everything with the generated geometry that you could with regular geometry. This isn't true with the modifier stack and is a great, really convenient improvement.
It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.
I presume you used an Array modifier?
I'd change it so you have a very tiny gap between the tiles.
You could either use the relative offset and set the dimension to slightly above 1.0; my preferrered method is to use the Constant offset and set the offset to a value, for example 1 metre, with the size in edit mode some around 0.09 - 0.98
By using the constant offset you then keep measurements accurate and build other objects to fit in the same scale; although both will do the job and is as much about preferred workflow.
And if you are feeling particularly brave, try it with Geometry Nodes. A big difference that I've already benefitted from, over the array modifier, is that you can use a Realize Instances node to make the output actual geometry, and then you can snap to it, and do everything with the generated geometry that you could with regular geometry. This isn't true with the modifier stack and is a great, really convenient improvement.
Good point.
I keep meaning to spend time with geometry nodes, but keep forgetting.
It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.
I presume you used an Array modifier?
I'd change it so you have a very tiny gap between the tiles.
You could either use the relative offset and set the dimension to slightly above 1.0; my preferrered method is to use the Constant offset and set the offset to a value, for example 1 metre, with the size in edit mode some around 0.09 - 0.98
By using the constant offset you then keep measurements accurate and build other objects to fit in the same scale; although both will do the job and is as much about preferred workflow.
And if you are feeling particularly brave, try it with Geometry Nodes. A big difference that I've already benefitted from, over the array modifier, is that you can use a Realize Instances node to make the output actual geometry, and then you can snap to it, and do everything with the generated geometry that you could with regular geometry. This isn't true with the modifier stack and is a great, really convenient improvement.
Good point.
I keep meaning to spend time with geometry nodes, but keep forgetting.
Don't we all :) I used it to make bubbles develop on some water as it evaporated, but that is the extent of it.
I'd love to see more Houdini-like stuff in Blender in the future. I'm particularly interested in learning how to manipulate the spredasheet in Blender; the Houdini spreadheet is very powerful and works, as you might imagine, just like a spreadsheet.
@wolf359 The TRON video is amazing, I like the attention to details you got in as lens flares and screen reflections. The slow motion effect is not always convincing in that it makes the action less "dynamic", but it's a style choice so not really something to fix.
Reese's skin and Haydina hair converted to particle hair with my own hair converter. Render time with a 2070 was 13 minutes 12 seconds. No post processing.
Wow! that is an excellent conversion
one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)
Disirregardless, that still does just look amazing!
But Blender has several settings for the root/end diameter of the strands, as well as the cap and scaling, doesn't it? And permission to steal "Disirregardless" :)
Edit: Oh, you meant along a strand, didn't you?
@Cinus I agree, that conversion looks amazing. I'll be interested if/when you make it available through whatever conduit.
Maybe per strand is a better description? AFAIK you can't have individual strands within a particle system with different thicknesses. Generally speaking, the strands along the edge of the scalp are thinner than the rest of the scalp (other than the 2 random super thick strands I get popping up a centemeter down from my hairline)
And feel free to steal "disirregardless" - I stole it myself and find it delightful. It means both "regardless" and "yes I do actually know the correct term, but also I like chaos"
one thing I will say though not technically physically accurate I find the easiest way to make the scalp transition look smooth is to use the hair info intercept + a color ramp and add just a bit of transparency at the very very root at it helps smooth the transition right up (The actual reason we have a smooth trsnsition is that our hair gets much finer at the edge of the scalp, but neither blender nor DS have a way to adjust strand thickness within a particle system, and it makes me sad)
Disirregardless, that still does just look amazing!
Can you show that setup?
Not the greatest hair styling ever and the lack of eyebrows is frankly disturbing, but a pretty illustrative example
Without Root transparency
With root transparency
Node setup to add root transparency
How do you actually add a Hair Info node to shader?
I can add a Curves Info node instead, but that doesnt seem to have the same effect.
Blender doesnt seem to accept my attempt to add a Hair Info node. I can search for it in nodes but when i click it, it doesnt get added to Shader workspace.
Edit: oh god im stupid, Curves Info does work. I just had my shaders wrong way on shader mix node.
I also made some eyebrows and eyelashes using Particle Systems.
Unfortunately eyelashes get kind of messed up when loading closed eyes shapekeys. I guess it's easily fixable but how often do i render something with closed eyes anyway.
Daz Horse 2 in Blender. I should reimport them soon. I'm building a unique Horse trailer in Blender 3.3 at the moment, this is just an excerpt of my work in progress. Have finalized the drop feeder window system today. Will add some fur to the horses in the future.
The exterior is about 50% done, hitch, doors, door handles next. Then I will work on the interior, light system, etc. All done in Blender, except the horses and the wheels.
Comments
You can create an anime style render with just the toon matcap veiwport shader
No special shader nodes required but all materials must be image based ..no procedurals
Another Experiment using EEVEE Multipass and photoshop
Quick test using Easy Scifi and Physical Sky Atmosphere addon in EEVEE . Second image after grading in Photoshop ( should be possible get similiar result using Blender Compositor , but my laptop not powerful enough to process 32 Bit image)
Hope you like it guys
Another view , like before Eevee +Physical Atmosphere and boost the contrast in Photoshop
@juvesatriani
Exactly the style and reason I use EEVEE nearly exclusively
AWESOME!!
Did you use any modeling add-ons to create the detail in those sci-fi cityscapes??
I ask because I just bought the random flow
add-on and am very keen to start building some new environments after I deliver this
current commissioned animation to my newest client this weekend.
P.S. added you to my watch list over on DA
Thanks for nice words and DA watch .
Yeah I`ve also use Random Flow . That awesome and easy to use to create panels or greebles . Better than any other random tools I`ve ever bought .
I must admit that Physical Sky and Atmosphere is game changer to get my EEVEE render close enough with Cycles
@juvesatriani
I have an add-on called “physical starlight & atmosphere”
is that the same one your are using?
Yes thats the name of addon . I like it because that remind me and behave just like( E-on) Vue . And although the addon ( and VUE) created for outdoor purpose, with carefully positioning camera or using backdrop we can use it in scenes which mostly using indoor lighting setup . Try set Azimuth and Elevation first , then slowly find the perfect spot for your (indoor) scene
You might also try to enable ACES and real world physical value in addon setting ( edit preferences ) . To compensate overcast and to make final render close with cycles ones , I`m always set my Color management to high contrast , slightly boost exposure and dip the gamma value around 0.8 or so . If you have emission in your scene , you can easily play with those setting until you find the most great glow and bloom effect
Great advice I always had trouble keeping my bloom when using the add-on
But indeed My nostalgia for the look of vue renders from my bygone Poser days
is what made this Addon an instant buy when I first migrated from C4D to Blender after my agonizing six year production of “Galactus rising”
Thanks for the info.
It's not much to write home about, but I learned how to make roof shingles yesterday, and I was pretty pleased at my first attempt. Rendered in Daz.
Looking good!
I presume you used an Array modifier?
I'd change it so you have a very tiny gap between the tiles.
You could either use the relative offset and set the dimension to slightly above 1.0; my preferrered method is to use the Constant offset and set the offset to a value, for example 1 metre, with the size in edit mode some around 0.09 - 0.98
By using the constant offset you then keep measurements accurate and build other objects to fit in the same scale; although both will do the job and is as much about preferred workflow.
And if you are feeling particularly brave, try it with Geometry Nodes. A big difference that I've already benefitted from, over the array modifier, is that you can use a Realize Instances node to make the output actual geometry, and then you can snap to it, and do everything with the generated geometry that you could with regular geometry. This isn't true with the modifier stack and is a great, really convenient improvement.
Some quick experiment using tool like scifi generator - geonode combined with map created in JS Placement
A brief homage to one of my favorite sci fi films
Daz studio /Diffeo/Blender
Good point.
I keep meaning to spend time with geometry nodes, but keep forgetting.
Don't we all :) I used it to make bubbles develop on some water as it evaporated, but that is the extent of it.
I'd love to see more Houdini-like stuff in Blender in the future. I'm particularly interested in learning how to manipulate the spredasheet in Blender; the Houdini spreadheet is very powerful and works, as you might imagine, just like a spreadsheet.
Nice, Wolf. Was that a Build modifier at the beginning to rez up the light cycle?
@TheMysteryIsThePoint
Yes that is the build modifier.
I grabbed the light cycle free ,from sketchfab as it had decent quad mesh.
The modifier got me pretty close to the effect I wanted, but still, I will likely give into temptation and buy this addon from Blender market soon.
Wow, I can understand why you'd give in :)
@wolf359 The TRON video is amazing, I like the attention to details you got in as lens flares and screen reflections. The slow motion effect is not always convincing in that it makes the action less "dynamic", but it's a style choice so not really something to fix.
How do you actually add a Hair Info node to shader?
I can add a Curves Info node instead, but that doesnt seem to have the same effect.
Blender doesnt seem to accept my attempt to add a Hair Info node. I can search for it in nodes but when i click it, it doesnt get added to Shader workspace.
Edit: oh god im stupid, Curves Info does work. I just had my shaders wrong way on shader mix node.
Hair tests. Ignore ugly base mesh.
So how do i make eye shader not look like that of a deformed lizard person?
(i just used the out of the box diffeomorphic textures for pupils+iris+sclera and cornea+eyemoisture. Product was Natural Eyes II)
nevermind, i think i fixed it.
Now just have to fix the deformed morph.
For posterity, i just stole/repurposed jcade's shader from this thread.
I like your hair tests.
I also made some eyebrows and eyelashes using Particle Systems.
Unfortunately eyelashes get kind of messed up when loading closed eyes shapekeys. I guess it's easily fixable but how often do i render something with closed eyes anyway.
Your hair looks really good. Well done!
Daz Horse 2 in Blender. I should reimport them soon. I'm building a unique Horse trailer in Blender 3.3 at the moment, this is just an excerpt of my work in progress. Have finalized the drop feeder window system today. Will add some fur to the horses in the future.
The exterior is about 50% done, hitch, doors, door handles next. Then I will work on the interior, light system, etc. All done in Blender, except the horses and the wheels.