Beyond Dev - Tyler Walker

1.7K posts

Beyond Dev - Tyler Walker banner
Beyond Dev - Tyler Walker

Beyond Dev - Tyler Walker

@realBeyondDev

Head of 3D and Avatars for @join_hallway. MHA Beyond Creator. Comms Open. https://t.co/jhXWY0TWo5

Katılım Aralık 2016
976 Takip Edilen2.4K Takipçiler
Beyond Dev - Tyler Walker retweetledi
Curtis Holt ☄️
Curtis Holt ☄️@curtisjamesholt·
🔥 I made a new type of addon! While working on my production, I wanted to look into ways of making python tools stay local to the file-space of a Blender project, and then use these for custom pipelines. Here’s a demonstration: youtu.be/7R7NSvZOmZc #blender
YouTube video
YouTube
Curtis Holt ☄️ tweet media
English
1
6
50
2.4K
thorn
thorn@thorn_neverwake·
@realBeyondDev This might illustrate it. I can't add curve objects to the Camkeys assignment.
English
1
0
1
17
Beyond Dev - Tyler Walker retweetledi
thorn
thorn@thorn_neverwake·
@realBeyondDev Camkeys works nicely, but it seems to only work on a mesh object.
English
1
0
0
21
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
@ToroidalFox The flattening method does not. But the camera cone based radial method does. How do you see stereo being used in combination with this kind of fov correction ?
English
0
0
0
107
ToroidalFox
ToroidalFox@ToroidalFox·
@realBeyondDev All these tricks have recently popped up on my feed and I'm wondering if these tricks work for stereo camera.
English
1
0
1
145
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
Many are asking: "Why not put camera further + reduce FOV?" A few reasons:✨ **Primarily to unlock artistic control.** 1. TOP LEFT: Lower fov removes depth perception. That kind of problem makes action sequences feel lackluster. But the face looks nice like a headshot. D- 2. TOP RIGHT: Conversley, w/wide angle fov, the face + hands looks all distorted. However, this does give a great sense of depth! D- 3. BOTTOM LEFT: MIXED FOV w/camkeys unlocks the best of both worlds. See how the face looks flattering like the ortho view but we still get the front hand looking bigger close to the screen? A+ 4. BOTTOM RIGHT: ANIMATED MIXED FOV w/camkeys takes that a step further. S+ **#camkeys does this all w/o changing background fov~ by only changing apparent fov of your character you can get all the details of your scene in a nice wide angle while keeping your character looking good!**
zakarum@zakarum4

@realBeyondDev Why not just put camera further and reduce fov?

English
3
29
550
20.6K
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
I think it comes down to workflow preference on the point of “pop”. It is possible to do animation work to make more exaggerated depth, but that’s much more fine tuning (but gives better artistic control than this mixed fov approach). Mixed fov is meant to be a low effort shortcut to forced depth similar to tons of manual bone keying (like arc system works does). In my experience this method saves me about 80% of bone placement work time in my camera acting Keyframe, but it’s not a full replacement for bone keying. On the point of mixed fov (super common in NPR to want wide angle scenes with close ups of characters) i’m not sure bone keying can solve this in a realistic amount of work. Flattening in camera plane makes most sense in the options I’m aware of
English
0
0
0
20
zakarum
zakarum@zakarum4·
@realBeyondDev But why do you want the "pop" when character barely moves forward? Make their moves really "pop", then you won't need any tricks like wide fov, or having character's nose almost touching the camera
English
1
0
0
31
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
Yeah that’s the crux of the issue right there. Doubling distance also reduces sense of depth, and lower fov does so even further. So we lose all that pop we get with a closer camera. Ideally want to achieve a solution that doesn’t require moving the camera so we can get that nice depth change in the field of view while still getting the advantage of flatter projection rays onto character features that matter so the result more flattering without distortion on facial features etc
English
1
0
0
31
zakarum
zakarum@zakarum4·
@realBeyondDev Obviously you loose all sense of depth with orthogonal projection. I was suggesting merely keeping fov down. Like halving fov and doubling distance. The bottom-left looks great. But it lies about how much character moves toward the camera.
English
1
0
1
25
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
@zakarum4 Oh, wow I wasn’t expecting this. Appreciate the candid honesty though. I did make the example more extreme than you suggested to illustrate my point.
English
1
0
0
52
zakarum
zakarum@zakarum4·
@realBeyondDev Right-Down looks awful. Top-Left is not smaller fov I suggested, but 0. Ofc it looks meh.
English
1
0
2
70
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
Very cool. Would love to support this project. I’m working on a normal keys extension to the gltf format that I think would fit very nicely into this ecosystem. Happy to contribute on GitHub, but want to make sure I don’t step on any toes, I see a roadmap there. Is that everything I need to know or is there a spot with more detail I should take a look at? x.com/realbeyonddev/…
Beyond Dev - Tyler Walker@realBeyondDev

Tired of your custom normals breaking during shapekeys? #b3d #NPR

English
1
0
7
119
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
Here are all the videos in the same order so you can look more closely if you want
English
0
1
10
562
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
@iabom Sufficiently advanced geo nodes is indistinguishable from bananas. I think that’s how it went
English
0
0
0
13
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
Good question! A few reasons ✨ 1. Lower fov removes depth perception. Take a look at the video below. See how the ortho (low/zero fov view) makes the back hand the same size as the front hand? The hand in front needs to be way larger to give good sense of depth. That kind of problem makes action sequences feel lackluster. But the face looks nice like a headshot. 2. At the same time, if you look at the single wide angle fov, notice how the face looks all distorted. The hands and other details on the edges of the lens do too. However, this does give a great sense of depth! 3. Flattening with falloff in camkeys unlocks the best of both via mixed/multiple fov’s. See how the face looks flattering like the ortho view but we still get the front hand looking really big close to the screen? If we were to just play this green haired girl back with low fov / ortho view she wouldn’t look like she’s leaning in close to the camera or moving far away. That’s the big difference here. x.com/realbeyonddev/…
Beyond Dev - Tyler Walker@realBeyondDev

Anime faces look bad in 3D when you zoom too close. You can make the face look better w/ortho cameras... BUT then the hand in front looks too small and the one in back too big. Enter #camkeys custom FOV falloff. Now we don't have to stretch or scale rigs in strange ways as often to get artistically nice faces AND depth. All three shots use a 15mm lens. Camkeys can even change FOV on the character separate from the background so it lookksss ortho! (Coming in the v3.0 update, which is soon)

English
0
0
4
832
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
そうなんです!僕のアドオンでは、Geometry Nodes内でデフォーム前の法線を先にキャプチャしておいて、頂点位置を平らにつぶす処理のあとに「Set Mesh Normal」で元の法線を書き戻しています。 なので、形状は変形しても法線まで平らな形状に合わせて再計算されにくく、元のシェーディングをできるだけ維持する仕組みです😊
日本語
1
0
4
142
HOS技研
HOS技研@hos_giken·
モデルのデフォームは全体に均一にかかるのではなく、 カメラ距離にも応じるんだな。 逆パースじゃなくて平らにつぶしちゃうけど、こちらのアドオンでは法線はどうしてるんだろう。🤔 #Blender #b3d
Beyond Dev - Tyler Walker@realBeyondDev

Use geodes falloff on the whole character instead of going purely flat. #camkeys even passes viewport data to the GN so you don’t even need to use a camera.

日本語
1
2
21
1.8K
Beyond Dev - Tyler Walker
Beyond Dev - Tyler Walker@realBeyondDev·
They are asking about my addon I think which does something a little like what you’re doing with geodes. @Crashbandit03 you can go to my store page to find docs, there’s also a video there, and some videos and examples on my x profile. I won’t advertise my addon with a link here tho ✨
English
0
0
0
32
Kurotenshi
Kurotenshi@kurotenshi_sama·
Developed my GN further, works now with separated meshes too. Instead of flattening, I warp the model so looks like it was filmed with another focal length. Vertex groups to make the arm 80°, the face 0.01° and rest appears 20° focal (due to camera setting) #blender #b3d #geonode
三縁エイト@eit_eiteighteen

#blender #3DCG 広角レンズでの顔歪み対策!

English
4
13
155
8K
Beyond Dev - Tyler Walker retweetledi
someone
someone@someone09460433·
@realBeyondDev Its interesting how different the angles end up becoming because of the flattening thing. It inspired me to try and paint it out just to see how it’d look to try and illustrate those angles whilst keeping the directions…
someone tweet mediasomeone tweet media
English
0
2
4
492