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Published: 2017-08-23 16:33:31 +0000 UTC; Views: 384; Favourites: 5; Downloads: 11
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Description I'm working on an "ellipsoid world-space mask."  That means that it looks at a few bones that you set, creates an imaginary ellipse out of them in the world (as opposed to the screen, so there's depth), and masks pixels based on their position inside-- or outside-- of that ellipse.  I did some research, but what I read wasn't easy to understand, so I'm just going to wing it.  Kind of like I always do.

This is just an early step, one of the first.  Don't have rotation, don't even have scaling.  But somehow I thought it was beautiful anyways.  Working on shaders like this is often interesting.

A couple of years ago-- it might even be a decade ago-- I was talking to a friend of mine about 3D programming.  I hadn't done any at that point, but this friend is a professional programmer, and one of the smartest people I know.  He said that he looked into 3D graphics programming once but thought it was boring.  He said, "Somebody has already figured out how to render perfect water.  There's nothing to add."

Now, when I'm making shaders, I think about that sometimes.  Because, kind of, yeah, there is some really realistic water out there in video games.  The first time you see it, your jaw drops.  And nowadays it renders fast enough to be everywhere.  it's like that with a lot of things.  But my goal isn't realism anymore, it's imagination.  Has anyone made the perfect shader for rendering water as seen in Hosai's Wave?  Somebody could-- not me-- and it would be amazing.  And it's not just about recreating other art techniques, it's about generating new art techniques, things that wouldn't be as practical without 3D rendering.  It's like, everybody's all PBR these days.  They want standardized materials, standardized rendering techniques, standardized texture types.  That's great for streamlining the industrial process of making video games and special effects for movies.  But, in a way, it's poison for art, as if people had abandoned painting when they discovered photography.  You can see this more and more, games look great, but they almost all look the same.

It's like that UV array object I made.  I realized it wouldn't do the "right" thing.  But I didn't know exactly what it would do.  So I had to make it.  (I think I know how to make an infinite hallway now, but it doesn't seem as interesting to me as it did then.)  There's a lot that doesn't turn out how I intended, but that's part of the fun, it's part of discovery.
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Comments: 6

annamaeblythe [2017-08-23 23:51:20 +0000 UTC]

It does look very beautiful!

I think part of the draw of MMD is not unlike the draw of MS Paint.

My understanding is that, more or less, mimicking an effect that took one click in Cycles render might take up to a month of banging your head against poorly translated manuals in MMD. Even if the effect took more time and effort in MMD, you'll feel MUCH more satisfied. 

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vasilnatalie In reply to annamaeblythe [2017-08-24 01:17:17 +0000 UTC]

Yeah, I guess so.  (I haven't done any Blender rendering, want to teach me?)

Part of it is actually working it out, seeing the gritty, pixel-by-pixel effects.

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annamaeblythe In reply to vasilnatalie [2017-08-24 14:15:23 +0000 UTC]

I've just followed enough tutorials to make the teddy bear and mug in my gallery xD !

But Blender's rendering engines are AMAZING and they're adding the EEVEE engine to future releases. (Sadly, it won't evolve into six different engines)

www.youtube.com/watch?v=-mxJzQ…
I was going to write out a detailed blurb, but GEEEEEE!! It's just SO COOL! Right now I'm focusing on modeling, because I want to be self sufficient and not have to use other people's work. . . But GEEEEEEEE!!!!
It's like any Tom, Dick, Joe, and Harry can make something more advanced than the original Shrek just by using FREE software!!

Ray Tracing in Cycles is, by far, more advanced and better as far as quality goes . . . but just the IDEA of, in real time, seeing an environment you created just EXIST in a realistic way . . . AAA!! So cool :3

If you're interested in getting started making realistic renders in Blender, this guy has you covered: www.youtube.com/user/AndrewPPr…

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vasilnatalie In reply to annamaeblythe [2017-08-24 17:01:54 +0000 UTC]

I really ought to.  It's getting to the point where maybe I just have too much invested in understanding MMD to a really specific level.

Like for instance, I've been giving serious thought to making a pathing effect for MMD so that you can animate along paths.  Which is kind of getting to the point of ridiculousness.  And God knows I've been griping about scriptable bones in MMD for forever and jumping through crazy hoops to get its bones to do what I want when I could just script it all in Python instead.

I just wish that I could get faster renders out of Blender.  I'm so used to seeing changes I make instantly.  If I could get MMD speed out of Blender, I know that I could build a good NPR nodes setup (I know that MMD shader like the back of my hand).

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annamaeblythe In reply to vasilnatalie [2017-08-24 17:28:13 +0000 UTC]

I poked around, and you CAN download experimental versions of Blender with EEVEE ! Instant feedback, just like in MMD. builder.blender.org/download/
(And with MMD_Tools, you can use the motion data for testing in Blender iirc !)

Another resource for real time renders in Blender is armory3d.org/ . The main problem is that it isn't freeware yet due to the R&D required for a full on engine.

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vasilnatalie In reply to annamaeblythe [2017-08-24 17:38:12 +0000 UTC]

Oh my goodness.  www.youtube.com/watch?v=eAVjwX… .  This will basically eliminate my last excuse for using MMD.  I'm going to have to learn a lot more about Blender.

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