Blender 3.5+ Realtime Compositor | 9 Tips of What You Can Do With It

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  • Опубликовано: 13 окт 2024

Комментарии • 55

  • @GerryGoodDude
    @GerryGoodDude Год назад +3

    There's something about Gleb's videos that put me at ease. Is it the simple way he breaks down a complex concept? The logical workflow, his voice? I don't know but I swear I come out a calmer human being.

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад +1

      I appreciate that you see the flow as logical, cause oftentimes I have doubts about it :) You're too kind, Matt!

  • @quackers969
    @quackers969 Год назад +30

    1:49 Something to note about desaturation is that it doesn't account for relative luminance, where certain hues are usually seen as brighter than other ones (i.e. yellow vs blue for example). This usually means that desaturating will slightly flatten and wash out the value range of your image, which is nice for stylistic purposes but isn't what you'd necessarily want if you want to check your values.
    There is a node under the Converter tab called 'RGB to BW', which gives a conversion that's more faithful to the original image.

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад +6

      Thanks for the tip, it's a valuable info!

    • @steffenhartmann6166
      @steffenhartmann6166 Год назад +5

      I thought the same but didn't know about the rgb to bw node. Thanks!

  • @Dantti
    @Dantti Год назад +6

    Real-time compositor is so much fun!
    Can't wait for render passes to also work ❤️

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад +5

      The passes, yes, that will be such a ground-breaking addition for sure. I can't wait for it too.

  • @user-bf9hy8jt3l
    @user-bf9hy8jt3l Год назад +1

    Thank you for putting this video together! I really appreciate how you broke down each section into a bite size chunk. This was very informative and let me take some of this immediately into my workflow. Much appreciated!

    • @GlebAlexandrov
      @GlebAlexandrov  9 месяцев назад

      My pleasure! :) Glad it was useful to you!

  • @SpencerMagnusson
    @SpencerMagnusson Год назад +5

    THANK YOU for recommending the Offset/Power/Slope option for color balance. I've learned that early, but it makes such a difference in color grading. For those who don't know - Lift/Gamma/Gain assumes a lot about your color space and can clamp your values. Great video!

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад +1

      Makes such a difference, right? :) I don't fully get, to be honest, in what exact way the Lift/Gamma/Gain seems to be broken in Blender, but I take the word of Troy Sobotka and others who know more about it for it.

  • @travisyee7278
    @travisyee7278 Год назад +3

    Gleb training his son to become mega-Landgren, nice video!

  • @SURREALMOOKIE
    @SURREALMOOKIE Год назад +1

    Amazing work man

  • @gabrielmoro3d
    @gabrielmoro3d Год назад +2

    This is so useful! Can’t wait for render passes to be available. 😛

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад +1

      That. That is precisely what could make this whole thing unstoppable.

  • @Laxerot
    @Laxerot Год назад +1

    Shout out to the background music choice tough love it

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад

      It's not something I usually choose. This time it resonated with me, so I picked it immediately.

  • @GaryParris
    @GaryParris Год назад

    Blender is awesome, getting better with every release :O) well done Gleb! Yes more people could be donating to Blender Funds to keep it growing moving forward

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад

      Definitely. The devs and the community are doing an amazing job shipping new features to Blender.

  • @MichaelHickman3D
    @MichaelHickman3D Год назад

    Very cool feature regardless of limitations. Awesome video!!!

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад

      I'm sure that the limitations will disappear over time as the new nodes will be made compatible with gpu acceleration. Right before this tut has got uploaded, Aidy noticed that the newer version of Blender (3.6 daily build if I'm correct) DOES support the fog glow mode in the glare node. Development is in progress :)

  • @obj3d425
    @obj3d425 Год назад

    Learnt so much here. Just wanted to mention that there is a vignette node setup in the template section, but you will just do a little adjustments 👍👍👍

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад

      O, really? I didn't know that, thanks! Can you give me a link or something so I could check it out plz? :)

  • @begalooloo
    @begalooloo Год назад +1

    yesyes thankyou so much for Realtime Compositor....

  • @signsaipmc
    @signsaipmc Год назад

    Terrific 💯💯💯

  • @steffenhartmann6166
    @steffenhartmann6166 Год назад

    Thanks Gleb, you rock!

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад +1

      Blender devs & community rocks, we just help spread the fun :D

  • @georgerobozrecursivedigita207
    @georgerobozrecursivedigita207 Год назад +1

    I can't believe your son is 6 already! Time flies...

  • @piker78
    @piker78 Год назад +1

    love this!

  • @spacejourneywaves5420
    @spacejourneywaves5420 Год назад

    Thanks for creating such a great tutorial👏
    I have one question, how did you learn this information? Did you just connect the nodes one by one or is there some kind of guide documentation for this?

  • @jarvisholytaylor
    @jarvisholytaylor Год назад

    I respect your tutorial especially the film grain portion 8:37 but I think increasing the post processing Dither will give the movie grain effect.

  • @schrimblo
    @schrimblo Год назад

    dang your kid has a huge future in modeling ahead of them lol

  • @Dmitry2184
    @Dmitry2184 Год назад +21

    The biggest mystery is why compositor has blur node, but shader editor doesn’t ☹️

    • @penisdubs
      @penisdubs Год назад +1

      Likewise I really wish the shader and texture nodes were avalable in the conpositor, imagine the kinds of effects you could make by generating textures on the fly procedurally and then using them with the compositor

    • @Arjjacks
      @Arjjacks Год назад +6

      If I recall correctly, it's not as simple as that, since the compositor is working with a fixed amount pixels, whether a rendered image or the number of pixels on your monitor's screen edge to edge. Projecting this same effect onto every possible shading point in 3D space, however, is either vastly more difficult or straight up mathematically impossible. So either you have infinite resolution vector graphics or pixel based effects (like blur). But not both.

    • @Arjjacks
      @Arjjacks Год назад +1

      @@penisdubs You can, if a bit differently. The texture node in the compositor utilises the procedural textures under the material tab in the 3D viewport (clouds, magic, marble, stucci, voronoi, wood, etc.).

    • @izuix5629
      @izuix5629 Год назад +2

      You can do it, it is just slow without buffers, and tedious because the closest to loops in the shader editor are nodegroup-chains.
      The basic idea is that you average different offsets of the texture you want to blur.

    • @NoTengoIdeaGuey
      @NoTengoIdeaGuey Год назад

      Because a blur node works by finding a certain radius around each pixel and averaging all of those values, then setting that pixel to the value.
      Shaders aren't working with pixels, they're working in object/world space, calculating PBR values and then assigning those values to the pixels on screen/ in the render.
      You can't average the values between pixels to blur when you aren't even truly working with pixels in the first place.

  • @EmvyBeats
    @EmvyBeats Год назад +4

    I always wondered why the K- cycles blender had this ability, but not actual Blender.

  • @chrisgale21
    @chrisgale21 Год назад +3

    Under a minute club

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад

      I have absolutely no idea how do you do that. Some kind of magic if you ask me.

    • @Igoreshkin
      @Igoreshkin Год назад +1

      @@GlebAlexandrov Gleb, don't look behind You :) He probably staring at You behind Your back.

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад +1

      @@Igoreshkin oO!

  • @The1994Boss
    @The1994Boss Год назад

    Wait
    Ему уже 6 лет???
    Капец время летит

  • @lilkurisuna
    @lilkurisuna 10 месяцев назад

    but why the render is different?

    • @GlebAlexandrov
      @GlebAlexandrov  9 месяцев назад

      Not sure I understood your question. 😊 What do you mean?

  • @ArielTavori
    @ArielTavori Год назад

    Amazing! I wonder if it would be possible to port this to as an OpenFX plugin for use inside DaVinci Resolve/Fusion... 🤔🥹

    • @GlebAlexandrov
      @GlebAlexandrov  Год назад

      I doubt that, but the idea sounds interesting :)
      As an offtopic comment, I would definitely recommend watching the Studio Petrikas' video on setting up the AgX view transform in Resolve, and using the linear 32-bit .exrs as the source footage. It's a solid foundation for the color management pipeline there, mimicking the way the color management works in Blender.