J.C. retweetledi
J.C.
910 posts

J.C.
@Cuboxel
3D artist, Motion designer, Blender shader nodes
Katılım Temmuz 2017
276 Takip Edilen2.2K Takipçiler
J.C. retweetledi
J.C. retweetledi

@AversionReality You should try retargeting a mmd motion from an actual miku dance, it might give you a better idea of how the physics work on more chaotic motion
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Another Miku blender cloth sim test with improved stiffness settings in some areas. Also setup some Glow on all the emitters. Still in the early stages of configuring the materials. This is compositor glow, but I'll be making my own version in Malt eventually #b3d
aVersionOfReality@AversionReality
Second Miku cloth sim test with better stiffness settings on the shirt and collar. I've made the trim on the sleeves really stiff so they hold some shape, and also where the LEDs are so they don't bend. And trying out just the hard toon shading to see how it looks. #b3d
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8 verts and 6 faces. How far can the default cube go?
Pretty darn far if you throw in a little POMegranate!
nodesandnoodles.gumroad.com/l/pom
1 cube, 1 material.
#b3d #blender #blender3d #blendercommunity #blender質問室
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@erindale_xyz @Onnevan Non modeling areas of blender that feel ancient and can’t be replaced with gn
- graph editor
- motion tracker
- uv unwrapping without addons
- speaker object and the lack of anything related to it
- theme editor
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@Onnevan Blender is already a very capable traditional modeller. Geometry Nodes will underscore a lot of high level functionality that you will use in normal workflows and ultimately there’ll be nodegroup assets that you’ll use without ever knowing or touching nodes directly.
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I worked at Blender for a week! 🇳🇱
I had the opportunity to go and take part in a Geometry Nodes workshop at Blender HQ for the week.
Lots of discussions, lots of planning, lots of ideas!
Stay tuned for the full post!
#b3d #Blender #GeometryNodes
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@zeptofine so to clarify, I meant
"I really wish it also worked for lights with all the same sampling optimizations to be the same as the transparent shader, and not just the camera or emissive surfaces"
I'm not sure if this is even possible or if it would be worth the development time
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@zeptofine It seems I was only half right
The light from an emissive plane and area lamp is passed through, but not a point or spot lamp with 0 size
I think the surfaces are being lit indirectly by the image of the light in the portal, not by the lamp itself


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The portal node is super exciting but I really wish it also worked for lights and not just the camera, enabling entirely custom surface shaders with the transparent shell trick, without needing the extra shell mesh layer
J.C.@Cuboxel
@BartekMoniewski @HotdogNugget Cycles transparent shell trick*
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J.C. retweetledi

6-way lighting with smoke sprites in #gooengine or #blender
It works with any amount of scene lights, all light types and any light colors. I'm using Unity's free VFX textures.
Thanks to @Cuboxel for implementing it for me.
#realtimevfx #3dcg #vfx
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@BartekMoniewski Maybe adapting the circle/diamond socket shape from geonodes
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saw @krisp_xyz make a french tiles shader in blender and I had a cursed idea to make it smaller and way less cool

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@Cuboxel simulation node points and lots of motion blur and kuwahara lol
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The original strawberry theme is gaining popularity for some reason so I guess I have to finish this eventually???
J.C.@Cuboxel
strawberry v2 sneak peak
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