aVersionOfReality (@aversionreality) 's Twitter Profile
aVersionOfReality

@aversionreality

Developing stylized 3D rendering in Blender and making tutorials. Available for work.
aversionofreality.com

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linkhttps://www.youtube.com/c/aVersionOfReality/videos calendar_today13-09-2015 18:54:12

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aVersionOfReality (@aversionreality) 's Twitter Profile Photo

Continuing to refine the Line Art settings with this test animation. I overhauled my Blender Malt setup to allow a lot more control. Line parameters like Scale and Thresholds can be adjusted as global settings for the shader, and as inputs per material, and via Vertex Colors set

Steve Stark 🌕🦇 (@sstarkm) 's Twitter Profile Photo

I think I finally am cracking the code on this 3D-Ghibli stuff. I watched an amazing tutorial on the trees from aVersionOfReality that really helped me understand shader nodes way better. I'm also using assets from Rei (The grass) and Omar Faruq Tawsif🍉 (The flowers).

aVersionOfReality (@aversionreality) 's Twitter Profile Photo

Great work! I had a lot of fun making that tutorial, and it helped get me my first proper industry work. But I never got to follow up with more environment experiments, or try to optimize+iterate on it, or update it with all the new stuff possible thanks to further advancements

aVersionOfReality (@aversionreality) 's Twitter Profile Photo

I've built a setup in Geometry Nodes to get data from bones, so now I can do things like make Normals from them, and I'm experimenting with much more. The Normal here is basically a cylinder around each bone. So it doesn't work that great around the shoulders, but its great on

aVersionOfReality (@aversionreality) 's Twitter Profile Photo

If you've only recently gotten into 3D, you might think its all been done before. But I assure you, if you devote yourself to technical art like I have, there's still a whole world of 3D abominations waiting to be discovered while trying to create procedural setups.

aVersionOfReality (@aversionreality) 's Twitter Profile Photo

One of the big problems in 3D cel shading is that it doesn't move right. The shading terminator visually slides across the surface of the mesh. Details surface or recede like rocks being exposed or swallowed by the tide. It doesn't match how this shading would be drawn in 2D

80 LEVEL (@80level) 's Twitter Profile Photo

.aVersionOfReality explores new ways to achieve clean 3D cel shading, sharing progress on making the shadow terminator look more natural and consistent. Get their Easy Custom Normals add-on for Blender: 80.lv/articles/makin…

aVersionOfReality (@aversionreality) 's Twitter Profile Photo

Slowly upgrading this material setup. I've got the room in now, but if you look there's a bunch of things to do still. Like the windows aren't transparent, many things need settings adjusted, still some clipping on the clothing, etc. But the main thing I'm looking at is the

aVersionOfReality (@aversionreality) 's Twitter Profile Photo

Slowly improving my 3D Line Art settings. This is using the Malt render engine in Blender. These are Screen Space Extraction lines (SSE), which means that the lines are detected on render passes in a screen shader. Then they are given thickness using the Jump Flood method. So

Slowly improving my 3D Line Art settings. This is using the Malt render engine in Blender. These are Screen Space Extraction lines (SSE), which means that the lines are detected on render passes in a screen shader. Then they are given thickness using the Jump Flood method. So
aVersionOfReality (@aversionreality) 's Twitter Profile Photo

Continuing tests with my custom shaders made in Blender's Malt render engine. Let's see how this whole stack holds up in a closer shot with some camera movement. Plenty of things could be improved, but its staying clean! And the line work is holding up well.