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#compositor — Public Fediverse posts

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  1. A "bigger on the inside" proof of concept in Blender.

    This was pretty challenging. The basic effect is pretty easy, with compositing multiple view layers and using a holdout to layer them, but I need to have an object that can extend from the inside to the outside.

    I ended up effectively splitting the noodle object in half with geometry nodes and an invisible inside bounding box. The noodle is fully rendered on the inside layer, but only the portion outside the bounding box is rendered on the outside layer.

    This is still not fully sufficient to do what I want, though, because when I place a light under the box, there is a seam between the inside and outside layers. I still haven't figured out exactly how I'm going to address this yet.

    edit: I figured it out and fixed the broken lighting. I have to have raytracing off to make it work, but this did the job.  There is no hope in hell of this effectively working in Cycles as-is, though, unfortunately. I could manage it if I could get depth tests to work with anti-aliasing. I can probably manage it with super-sampling, if I want my renders to get incredibly more expensive in terms of every computing resource I have.

    #Blender #GeometryNodes #Compositing #Compositor #BiggerOnTheInside #3DArt #Blender3D #WIP #ProofOfConcept

  2. A "bigger on the inside" proof of concept in Blender.

    This was pretty challenging. The basic effect is pretty easy, with compositing multiple view layers and using a holdout to layer them, but I need to have an object that can extend from the inside to the outside.

    I ended up effectively splitting the noodle object in half with geometry nodes and an invisible inside bounding box. The noodle is fully rendered on the inside layer, but only the portion outside the bounding box is rendered on the outside layer.

    This is still not fully sufficient to do what I want, though, because when I place a light under the box, there is a seam between the inside and outside layers. I still haven't figured out exactly how I'm going to address this yet.

    edit: I figured it out and fixed the broken lighting. I have to have raytracing off to make it work, but this did the job.  There is no hope in hell of this effectively working in Cycles as-is, though, unfortunately. I could manage it if I could get depth tests to work with anti-aliasing. I can probably manage it with super-sampling, if I want my renders to get incredibly more expensive in terms of every computing resource I have.

    #Blender #GeometryNodes #Compositing #Compositor #BiggerOnTheInside #3DArt #Blender3D #WIP #ProofOfConcept

  3. A "bigger on the inside" proof of concept in Blender.

    This was pretty challenging. The basic effect is pretty easy, with compositing multiple view layers and using a holdout to layer them, but I need to have an object that can extend from the inside to the outside.

    I ended up effectively splitting the noodle object in half with geometry nodes and an invisible inside bounding box. The noodle is fully rendered on the inside layer, but only the portion outside the bounding box is rendered on the outside layer.

    This is still not fully sufficient to do what I want, though, because when I place a light under the box, there is a seam between the inside and outside layers. I still haven't figured out exactly how I'm going to address this yet.

    edit: I figured it out and fixed the broken lighting. I have to have raytracing off to make it work, but this did the job.  There is no hope in hell of this effectively working in Cycles as-is, though, unfortunately. I could manage it if I could get depth tests to work with anti-aliasing. I can probably manage it with super-sampling, if I want my renders to get incredibly more expensive in terms of every computing resource I have.

    #Blender #GeometryNodes #Compositing #Compositor #BiggerOnTheInside #3DArt #Blender3D #WIP #ProofOfConcept

  4. A "bigger on the inside" proof of concept in Blender.

    This was pretty challenging. The basic effect is pretty easy, with compositing multiple view layers and using a holdout to layer them, but I need to have an object that can extend from the inside to the outside.

    I ended up effectively splitting the noodle object in half with geometry nodes and an invisible inside bounding box. The noodle is fully rendered on the inside layer, but only the portion outside the bounding box is rendered on the outside layer.

    This is still not fully sufficient to do what I want, though, because when I place a light under the box, there is a seam between the inside and outside layers. I still haven't figured out exactly how I'm going to address this yet.

    edit: I figured it out and fixed the broken lighting. I have to have raytracing off to make it work, but this did the job.  There is no hope in hell of this effectively working in Cycles as-is, though, unfortunately. I could manage it if I could get depth tests to work with anti-aliasing. I can probably manage it with super-sampling, if I want my renders to get incredibly more expensive in terms of every computing resource I have.

    #Blender #GeometryNodes #Compositing #Compositor #BiggerOnTheInside #3DArt #Blender3D #WIP #ProofOfConcept

  5. A "bigger on the inside" proof of concept in Blender.

    This was pretty challenging. The basic effect is pretty easy, with compositing multiple view layers and using a holdout to layer them, but I need to have an object that can extend from the inside to the outside.

    I ended up effectively splitting the noodle object in half with geometry nodes and an invisible inside bounding box. The noodle is fully rendered on the inside layer, but only the portion outside the bounding box is rendered on the outside layer.

    This is still not fully sufficient to do what I want, though, because when I place a light under the box, there is a seam between the inside and outside layers. I still haven't figured out exactly how I'm going to address this yet.

    edit: I figured it out and fixed the broken lighting. I have to have raytracing off to make it work, but this did the job.  There is no hope in hell of this effectively working in Cycles as-is, though, unfortunately. I could manage it if I could get depth tests to work with anti-aliasing. I can probably manage it with super-sampling, if I want my renders to get incredibly more expensive in terms of every computing resource I have.

    #Blender #GeometryNodes #Compositing #Compositor #BiggerOnTheInside #3DArt #Blender3D #WIP #ProofOfConcept

  6. Käsitykseni täydellisestä lomapäivästä on erilaisten komposiittien ja ikkunointimanagereiden vertailu Linuxille. Käytän Archissani custom hyprlandia ja DankMaterialShelliä. Viimeksi kokeilin vulkanilla pyörivää Nourish OSia (Y5). Hauska experimentti, mutta valitettavasti vielä turhan alkeellinen. Spatial-deskarin toimintaperiaate ja demo löytyy täältä: nourish.snowies.com

    Seuraavana vuorossa niri, driftwm, river ja infiniteglass. Olo on kuin Tony Starkilla Marvelin Iron Man -elokuvassa.

    #Linux #Arch #WM #Compositor

  7. Käsitykseni täydellisestä lomapäivästä on erilaisten komposiittien ja ikkunointimanagereiden vertailu Linuxille. Käytän Archissani custom hyprlandia ja DankMaterialShelliä. Viimeksi kokeilin vulkanilla pyörivää Nourish OSia (Y5). Hauska experimentti, mutta valitettavasti vielä turhan alkeellinen. Spatial-deskarin toimintaperiaate ja demo löytyy täältä: nourish.snowies.com

    Seuraavana vuorossa niri, driftwm, river ja infiniteglass. Olo on kuin Tony Starkilla Marvelin Iron Man -elokuvassa.

    #Linux #Arch #WM #Compositor

  8. Käsitykseni täydellisestä lomapäivästä on erilaisten komposiittien ja ikkunointimanagereiden vertailu Linuxille. Käytän Archissani custom hyprlandia ja DankMaterialShelliä. Viimeksi kokeilin vulkanilla pyörivää Nourish OSia (Y5). Hauska experimentti, mutta valitettavasti vielä turhan alkeellinen. Spatial-deskarin toimintaperiaate ja demo löytyy täältä: nourish.snowies.com

    Seuraavana vuorossa niri, driftwm, river ja infiniteglass. Olo on kuin Tony Starkilla Marvelin Iron Man -elokuvassa.

    #Linux #Arch #WM #Compositor

  9. Käsitykseni täydellisestä lomapäivästä on erilaisten komposiittien ja ikkunointimanagereiden vertailu Linuxille. Käytän Archissani custom hyprlandia ja DankMaterialShelliä. Viimeksi kokeilin vulkanilla pyörivää Nourish OSia (Y5). Hauska experimentti, mutta valitettavasti vielä turhan alkeellinen. Spatial-deskarin toimintaperiaate ja demo löytyy täältä: nourish.snowies.com

    Seuraavana vuorossa niri, driftwm, river ja infiniteglass. Olo on kuin Tony Starkilla Marvelin Iron Man -elokuvassa.

    #Linux #Arch #WM #Compositor

  10. Käsitykseni täydellisestä lomapäivästä on erilaisten komposiittien ja ikkunointimanagereiden vertailu Linuxille. Käytän Archissani custom hyprlandia ja DankMaterialShelliä. Viimeksi kokeilin vulkanilla pyörivää Nourish OSia (Y5). Hauska experimentti, mutta valitettavasti vielä turhan alkeellinen. Spatial-deskarin toimintaperiaate ja demo löytyy täältä: nourish.snowies.com

    Seuraavana vuorossa niri, driftwm, river ja infiniteglass. Olo on kuin Tony Starkilla Marvelin Iron Man -elokuvassa.

    #Linux #Arch #WM #Compositor

  11. I got tired of manually adding logos/watermarks in external software, so I made a reusable compositor node group that does this for me. Just drag it in, pick a corner, adjust margin/scale/opacity.

    You can download it from here: patreon.com/VertexRage/posts/b

    #b3d #blender3d #nodes #gamedev #indiedev #3dart #compositor

  12. I got tired of manually adding logos/watermarks in external software, so I made a reusable compositor node group that does this for me. Just drag it in, pick a corner, adjust margin/scale/opacity.

    You can download it from here: patreon.com/VertexRage/posts/b

    #b3d #blender3d #nodes #gamedev #indiedev #3dart #compositor

  13. I got tired of manually adding logos/watermarks in external software, so I made a reusable compositor node group that does this for me. Just drag it in, pick a corner, adjust margin/scale/opacity.

    You can download it from here: patreon.com/VertexRage/posts/b

    #b3d #blender3d #nodes #gamedev #indiedev #3dart #compositor

  14. I got tired of manually adding logos/watermarks in external software, so I made a reusable compositor node group that does this for me. Just drag it in, pick a corner, adjust margin/scale/opacity.

    You can download it from here: patreon.com/VertexRage/posts/b

    #b3d #blender3d #nodes #gamedev #indiedev #3dart #compositor

  15. I got tired of manually adding logos/watermarks in external software, so I made a reusable compositor node group that does this for me. Just drag it in, pick a corner, adjust margin/scale/opacity.

    You can download it from here: patreon.com/VertexRage/posts/b

    #b3d #blender3d #nodes #gamedev #indiedev #3dart #compositor