LordOdin
Blender 3D Generalist, Cycles Expert, Python Dev, Godot Dabbler
- [Not loaded yet]
- [Not loaded yet]
- I wanna lick em
- [Not loaded yet]
- Worked on some Emmy nominated stuff back in 2015 with Blender, we lost to West World... But I mean c'mon, can't beat West World, its perfection. Man in the High Castle was Emmy nominated for best VFX multiple times and our primary software for season 2 and 3 was Blender. Rendered in Cycles.
- [Not loaded yet]
- [Not loaded yet]
- You can use the built-in walk mode in blender but it's a little clunky. docs.blender.org/manual/en/la...
- [Not loaded yet]
- Can design and build a game from scratch in Godot before Eevee finishes compiling a material.
- Here is one of my early viewport rendering experiments with EEVEE in Blender 3D. Hard to believe this video is already 7 years old, 2 years before EEVEE was even added to Blender😳
- [Not loaded yet]
- Until just recently it didn’t run on GPU, it’s still quite a bit slower on GPU and is missing a few features. The OSL impact used to be something around 30% slower, I’m not sure what it is at these days.
- I successfully implemented multiplayer in Godot 4 after watching a 3 minute tutorial. How insane is that?? Here is the tutorial. youtu.be/K62jDMLPToA
- [Not loaded yet]
- Pretty sure it’s very insecure.
- [Not loaded yet]
- Played it with my friend in Germany and my friend in England. I’m on the east coast. It was pretty smooth. My friend from England was on Wi-Fi and running the game under proton on Linux. I am also on Wi-Fi. So 2 Wi-Fi connections and 4000 miles of latency.
- [Not loaded yet]
- Learned how to do multiplayer today. it only took 3 minutes. 😅 www.youtube.com/watch?v=K62j...
- 🥁 Announcing the Public Domain Image Archive! 🥁 We are v excited to share our new sister-project, the Public Domain Image Archive (PDIA), a curated collection of 10k+ out-of-copyright historical images, all free to explore and reuse: pdimagearchive.org @pdimagearchive
- Infinite view is incredibly laggy
- [Not loaded yet]
- Hope it's Go Frankie!
- Experimenting with terrain-like displacement in Blender 3D using Cycles material nodes. One cool aspect to this method is that you can render the material values to an EXR file and use it as a displacement map. You can also achieve this with Geometry Nodes using similar nodes directly on mesh.
- [Not loaded yet]
- Heard about it a long time ago but never touched it.
- [Not loaded yet]
- What's this made in?
- [Not loaded yet]
- [Not loaded yet]
- [Not loaded yet]
- [Not loaded yet]
- It calculated the camera path and removed lens distortion.
- [Not loaded yet]
- Ran out of flint 😭
- [Not loaded yet]
- [Not loaded yet]
- Meh.. we don't need games when we have DCCs :D
- [Not loaded yet]
- [Not loaded yet]
- I think it technically works in Minecraft RTX 👀
- [Not loaded yet]
- [Not loaded yet]
- Material nodes scale infinitely with render resolution, whereas Geometry Nodes do not. You must subdivide the mesh to match the displacement resolution in the other software, or you will encounter artifacts. This increases memory usage and export time. These are not issues with the material method.
- [Not loaded yet]
- Thats exactly what rendering it does. The texture itself IS the Z value.
- [Not loaded yet]
- No, not baking geometry. You can bake in cycles, but it is slower and more convoluted. Many programs / games / mods require a heightmap in the form of an image. Placing the camera overhead and rendering the image is 10x easier than any other method for quickly obtaining an image from Blender.
- [Not loaded yet]
- Unless you specifically require a heightmap for another piece of software, which is very common.
- [Not loaded yet]
- Thanks! Nothin a little Voronoi can't handle.
- [Not loaded yet]
- [Not loaded yet]
- Hey that looks pretty good to me
- [Not loaded yet]
- Lighting #1
- [Not loaded yet]
- Not really tried that yet, do you mean camera motion or something like wind?
- [Not loaded yet]
- Honestly, I'm in the same boat. I use Godot's built in .blend support that Godot has (it's just glTF under the hood). I learned a few things about it by looking at @passivestar.bsky.social posts but that's most of my knowledge. docs.godotengine.org/en/4.1/tutor...
- [Not loaded yet]
- [Not loaded yet]
- Which set that you have created is your favorite?
- [Not loaded yet]
- No bananas here, just grass 🍌
- [Not loaded yet]
- I'll try my best 💪
- [Not loaded yet]
- Thanks!
- [Not loaded yet]
- I hope so.
- What it looks like to slide the slit on a slit scan. I use this technique to make textures for cans, a big benefit over photogrammetry is the lighting is always the same on every column of pixels. No reflections to ruin everything. Done with Python, OpenCV, Numpy, Raspberry Pi
- [Not loaded yet]
- This video was created purely for artistic enjoyment, its actual purpose was to produce scans of real-life cans. bsky.app/profile/lord...
- Nodes
- [Not loaded yet]
- Looks like the dog chewed up your chair 👀
- [Not loaded yet]
- [Not loaded yet]
- Check out my latest post for a sample of what the texture looks like. bsky.app/profile/lord...
- [Not loaded yet]
- Yes the cans are modeled in 3D. Took 30 seconds lol.
- It’s not photogrammetry it’s a slit scan. I take the center column of pixels out of 1600 rotations and stitch it in to a 1600 pixel wide image. It keeps the lighting the same for every photo. www.williamosman.com/2017/12/how-...
- [Not loaded yet]
- It worked with mesh lights and area lights. Area light is a bit more efficient.
- [Not loaded yet]
- [Not loaded yet]
- Yup, geometry nodes and hand placed lights
- [Not loaded yet]
- While that's cool and all, I actually benchmarked it on a single CPU core to be as stable as possible 38.18 for Mix 37.78 for Ramp This is within the margin of error and has nearly 0 performance impact, the rest of the render engine takes up 99.99% of the processing power.
- [Not loaded yet]
- It's a match move on real footage.