Spaceship Wednesday... all procedural with geo-nodes..#b3d
Spaceship Wednesday... all procedural with geo-nodes..#b3d
Freelance Schedule Open:
Flesh Bridge
None of the Gore Fields made ANY biological sense, and after a while, you just accepted that teeth could grow out of the sides of canyons.
Deep space doesn't have to be scary, even with glass shards everywhere... Here's a first shading test of Critter in his environment, and much more to see in the Studio team's weekly Production Logs!
https://studio.blender.org/projects/singularity/production-log/318/
Toothtown -
Two concentric rings of "teeth" surrounding a raised sphincter that bubbled out a bloody liquid that could be treated to be drinkable....not exactly a glowing description for the basis of a town, but necessary for the survival of the people of the Gore Fields.
A fair question is, does it matter? It depends. For some looks you're better off with a dielectric film (it renders faster). But when it does matter, there's no denying the absorption is required for the right look.
Example: copper with a layer of CuO, where the layer doesn't have absorption. Compare with the image in the first post of this thread (repeated here), where realistic absorption is added.
Now I need a real Dev to fix my baby C++ code
3/3
#blender3d #b3d #thinfilminterference
Quite pleased: I added native #thinfilminterference in an absorbing layer on top of a conductor to #blender3d. I went through the math of https://hal.science/hal-01518344/document, and added terms dealing with absorption in the film. Slightly trickier than I thought, but it works. The 5.0 alpha branch dealing with dielectrics was great as a starting point!
The render shows the result with nodes on the left and the native implementation on the right. If you look carefully there's a slight color shift.
1/3
#b3d
Respawn Point -
Respawn zones didn't always work the same...in High Rock, we just 'appeared' on a grassy hill. In the Gore Fields, each person had a unique pool of blood and slime that they clawed their way out of.
Learn how to use the Render Raw add-on in #blender3d for streamlined, artistic color grading. In this step-by-step guide, we’ll explore the unified colorist’s panel, inspired by tools like Lightroom and DaVinci Resolve, and show how it can give your renders a cinematic finish.
Perfect for Blender artists looking to enhance their visuals with professional-grade color correction.
https://www.creativeshrimp.com/how-to-use-render-raw-add-on-blender.html
Voxel-style illustration for the Dutch NRC.next newspaper (2010).
'Autumn Canal' by Daniel Lee
https://blenderartists.org/t/autumn-canal/1601736?mtm_kwd=mastodon
Illustration about savings and wealth inequality for the Dutch NRC.next newspaper (2008).
Ironically, this was published just before the financial crisis of those years reached its climax with the bankruptcy of Lehman Brothers in September 2008, triggering a stock market crash and bank runs.
time flies... it's #KaleidoSaturday again
The nighttime version of my secret bunker island roller coaster animation is finished!
Check it out on YouTube, here: https://youtu.be/_lajXWZI0NU
Freelance schedule open:
Crash Site
At some point in the past, some sort of "higher tech" culture had had at least *some* presence in the gore fields, but they were long gone.
Stylized 3D characters and illustration for an IT website (2020).
#b3d peeps, any idea what's causing the odd shadows in the caustics on the rocks?