https://xitter.cf/t.co/brrbNbsrjm Always give credit where credit is due VFX for Pulse

Joined May 2024
Soon... @zircron45
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FULLY SIMULATED anamorphic lens flare using octane's photon tracer and my own gottschalk anamorphic lens. Lens coatings are simulated as well so they produce "super saturated" colors. (that being colors outside of the srgb color domain, so the ARRI drt has to compress them)
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Here it is without the glare to prove it's actually simulated. Previous posts include details about the lens itself and how it looks in an actual scene.
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Meandering rivers + uplift simulated by my terrain tools in houdini
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Simulated atmosphere has been refined to a T! I used a satellite cloud image for the major details and added some procedural touches on top. I had a previous version with pure procedural but it took 10x longer to render. Alternate angle in replies. Blender Cycles.
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View from space, you can see the bright red band of light from the sun shining below the horizon.
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Atmosphere shading and cloud sim progress! Most of the clouds are entirely Blender procedural noises and textures. The big hero cloud is a vdb from @samuel_krug. Rendered in Blender Cycles. Behind the scenes in reply.
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image 1: uncomped render image 2: different angle to show full atmo simulation image 3: render of isolated atmosphere from space image 4: another finished test without the high altitude clouds 0 image textures, 0 satellite maps, all procedural/simulated.
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#RocketLeagueBMWDecalContest taking my shot at this. Sorry for lack of details, I'm on my laggy laptop and every brush stroke takes 5 seconds.
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HUGE UPDATE TO CLOUD SIMULATIONS: Newest #b3d 4.3 build (shoutout @samuel_krug) now has proper volume multi-anisotropy interactions!!! See thread for explanation. #cyclesrender #blend
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Old Blender volumes have an issue with anisotropy. You couldn't have two overlapping volumes with different anisotropies (something that happens very often in the real world) and it severely limited Blender's volumes. The recent daily fixes this issue. (see below for tests)
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Huge thanks to the peeps @Blender for fixing this so quickly after it was reported. As you can see from the tests, the possibilities with blender volumes are even more limitless than before, and far easier to work with. No more cheap hacky fixes.
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Here's in my opinion, the main issue for volumetrics in blender, it can't properly address the anisotropic phase functions if 2 volumes overlap, example:
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Fully procedural volumetric sky and clouds done in #b3d Rendered in #cyclesrender Thanks to all the peeps who critiqued this and helped me polish it up.
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The strategy for the cloud bases is pretty sick, I might make a video on this topic since it's really cool.
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Another example of this method, this was an older iteration where I used a different noise type for the cloud shapes.
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Fully simulated Gottschalk anamorphic lens (the panavision c series lenses) modeled and rendered in #b3d. Background scene originally done by @albinmerle and modified slightly to accentuate bokeh details. (view thread to see rendered lens flare + 3D model)
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Lens flare done in Luxcore. The focusing mechanism is highlighted.
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