Rei auf X: „This week is Winter Sale (-25%) on Blender Market and I just updated my Stylized Tree Generator with some fix, an updated leaves block geonodes tool and a full library of assets. Time to create those forests! 🥦 https://t.co/wh2zyZsB0B https://t.co/WxyDkwt704“ / X
Time to create those forests! 🥦
— Rei (@Reipart_)
✨ This is the third part, in which we make our sphere a LOT more cool. 😎Previous tutorial: https://youtu.be/pnDFlz386ugThe repository has been updated!🔗 GI...
Brush Strokes | Designer Quick Tip #5 | Adobe Substance 3D
In this video we're using Substance 3D Designer to create brush strokes.You can download the result files here: https://creativecloud.adobe.com/cc/learn/subs...
In this Feature Highlight, I'm presenting my solution to produce a heavy rain setting with minimal use of (expensive) particles by using post-process materials instead. Warhammer 40.000: Speed Freeks is made by Caged Element. Environment/vehicle art shown contains art and set dressing by: https://alltradesjack.artstation.com/ https://davidebeercock.artstation.com/ https://naroy.artstation.com/ https://downplusb.artstation.com/
Project LAX (Unreleased) - VFX Design, Benjamin ADAM
Here is some VFX work I did with Fireball Studio on the unfortunately cancelled Project LAX from Phoenix Labs
This was a cool project I loved to work on !
This is a shading experimentation on liquids.
I was amazed by bottles VFX in HalfLife Alyx, and I thought it was a good exercise to try to reproduce a similar effect.
No real simulation or anything baked here. The bottle's movement data (velocity, attenuation...) is computed and smoothed on CPU then send to GPU, where it drives three directionnal Gerstner waves and two normal maps. Rendering the liquid is done with raymarching in fragment shader (no other mesh is used, only the bottle). For the lighting I sample an hdri with the computed reflection and refraction vectors (no UE4 shader is used, everything is customly made in HLSL).
Several years ago, I had the opportunity to contribute to VFX explorations for project LAX. Unfortunately, it was cancelled. I'm sharing some FX research on the character Andromeda, who has the power to use light prisms to create anything she imagines.
This study came out of a VFX Friday challenge. The idea was to replicate the behavior of natural elements using simple square/cube shapes. The original challenge had a time limit of 1h and on that time I only managed to create the water cube without any of the materials, but that process got me so excited that I ended up spending all my free time on the past week creating the additional four elements. These constraints forced me to focus more on the animation principles behind each element, revisit some old problems, and figure out new solutions for them. Everything on the project was made in Unreal Engine 5.4 This study was a lot of fun, and I hope that with this breakdown I can give some knowledge back to the VFX community and inspire some of you guys to take on a similar challenge!