STYLIZED DEPTH OF FIELD IN COMPOSITING - Blender compositing for NPR Part 3

Поделиться
HTML-код
  • Опубликовано: 10 дек 2024

Комментарии • 42

  • @moonghostly
    @moonghostly 8 дней назад +2

    Oh my god, finally some tutorial about custom bokeh which doesn't use physical lenses. This is slightly complicated, but much better than anything I've seen before.

    • @homspau
      @homspau  8 дней назад +1

      Thank you! It means a lot!

  • @Virtual_brain
    @Virtual_brain 12 дней назад +1

    Muy buenooo! a veces uno se acostumbra tanto a unworkflow especifico que se olvida del nivel de flexibilidad que dan los nodos y las miles de posibilidades que se pueden lograr... si es que sabes que hace cada uno 😂

    • @homspau
      @homspau  12 дней назад

      Hahahahaa muchas gracias!

  • @PepeSchoolLand
    @PepeSchoolLand 6 дней назад +1

    Que tutoriales más buenos Pau! super claros y muy chulos.

    • @homspau
      @homspau  6 дней назад +1

      Muchísimas gracias Daniel! Significa muchísimo 🙏
      Y muchas felicidades por el tuyo de claypencil. Espectacular!

  • @edwinluthfisaputra107
    @edwinluthfisaputra107 12 дней назад +1

    It's been a while since I've learned so much-thank you. Being able to faithfully recreate the arcane or spiderverse look might attract industry interest. Not to mention, with greasepencil integration in geometry nodes and the wip npr branch, the future of npr looks bright 💯

    • @homspau
      @homspau  12 дней назад

      It does! Thank you!

  • @Yoglogaming
    @Yoglogaming 13 дней назад +7

    Arcane compositing pleazzzzzzzzzz 🙏

    • @homspau
      @homspau  13 дней назад +6

      I don't really think this is truly possible. Although compositing in Arcane isn't trivial, the reason why Arcane looks painted is because it is. It transcends compositing, basically. I recommend taking a look at this ruclips.net/video/gG7ZoP3fd1w/видео.htmlsi=P1B1v2ayGv65W2aH
      Thanks for the comment!

  • @Spidersaiyan
    @Spidersaiyan 12 дней назад +1

    This rocks! I'm loving this series so much! Thanks so much for making these videos!

    • @homspau
      @homspau  12 дней назад +1

      I'm so glad to hear that! Thank you!

  • @maxspoko
    @maxspoko 12 дней назад +1

    Maaaan you are a genius! When you brought this aov texture to compositing i was shocked!!
    This is litteraly how sony created Gwen's world in spiderverse. They imported texture animations from Rebelle into compositing and achieved the watercolor effect

    • @homspau
      @homspau  12 дней назад

      Glad to hear it helps! Thank you!

  • @lightsout630
    @lightsout630 12 дней назад +1

    This is gold thank you ❤

  • @alexdodoll
    @alexdodoll 12 дней назад +1

    Thanks for all this you madlad

    • @homspau
      @homspau  12 дней назад

      Glad it helps! Thank you!

  • @benyoussefsami7094
    @benyoussefsami7094 12 дней назад +1

    Nice work, my friend ❤

  • @MathiasZamecki
    @MathiasZamecki 13 дней назад +2

    duuude amazing

  • @balabreeze8645
    @balabreeze8645 12 дней назад +1

    Thanks man

  • @Mix3Design
    @Mix3Design 12 дней назад +1

    I liked your Disney like render years ago i really want an actuall video where you are playing with light and colors cuz its really important

  • @mykhaylov15
    @mykhaylov15 12 дней назад +1

    wow, this is incredible, very cool result! thanks for sharing the information, I learned a lot
    have you already used these techniques in short films or any other animation projects? it would be interesting to see

    • @homspau
      @homspau  12 дней назад

      None that I can talk about! And using them in actual shots needs a bit more of care than what I show. If you do anything with these techniques, be sure to share it with me ;)
      Thank you!

  • @Dexter01992
    @Dexter01992 12 дней назад +1

    The AOV is especially interesting. It means one could make all sorts of shader-based masks to perform corrective/localized compositor effects. Are there any limitations?
    Thank you for this tutorial!

    • @homspau
      @homspau  12 дней назад +1

      It is cool! It's especially useful if you're working on a short film and will reuse the same assets in multiple shots. Creating masks within the asset is tremendously useful and can save you a lot of time.
      The only thing that I can think of, and isn't really a limitation, is that if you want to make shot wide edits based on masks set by Shader AOVs every material would have to have those AOV output nodes in. In a scene with lots of materials and/or references, it can be painful to set up or update.
      That can be circumvented by creating a separate view layer with a material override, with a single material containing all the AOVs. This only works in Cycles, though.
      Thanks for the comment!

  • @DeliProductions
    @DeliProductions 12 дней назад +1

    Amazing! I'm curious if you have any thoughts on stylized painterly motion blur. I've come pretty close to getting it but it always jitters

    • @homspau
      @homspau  12 дней назад

      I think there's a good case for - when making something more painterly - removing motion blur altogether. Or, if you're imitating some 2D animation/Comic book references, maybe using multiples or speed lines which could be painted or actual geometry instead of being comp based.
      That being said, if you want to stylize comp motion blur, you can either use the vector blur or distort nodes for that. When plugged into the vector input they will act in the direction of your object's movement.
      If you multiply this vector renderpass by some noise, you restrict it to the edges or do anything you want before plugging it into any node, it should give interesting results without flickering!

  • @eisenspanigel67
    @eisenspanigel67 12 дней назад +1

    ❤❤❤❤❤❤❤❤❤❤❤

  • @Luke_animations
    @Luke_animations 13 дней назад +1

    were can we get the water color texture?

    • @homspau
      @homspau  13 дней назад +1

      It's just a distorted voronoi texture. I encourage you to look for anything online or paint your own in krita or elsewhere! You can plug anything to the bilateral :)

    • @Luke_animations
      @Luke_animations 13 дней назад

      @@homspau THANK YOU!

  • @CGToonStudio
    @CGToonStudio 13 дней назад +1

    I also want to learn how to composite in Da Vinci Or blender but in view layers.

    • @CGToonStudio
      @CGToonStudio 13 дней назад

      Any chance in future on this topic?.

  • @Wyntrfang
    @Wyntrfang 11 дней назад +1

    Random newbie question; with all of the effects from the Blender compositor intact, is it still possible to compile passes and color grade in another program like DaVinci Resolve?

    • @homspau
      @homspau  11 дней назад +1

      Absolutely. Not only color grading, but you can export a multipass EXR containing every pass you want and composite in Nuke, Fusion or Natron for example :)

    • @Wyntrfang
      @Wyntrfang 11 дней назад

      @@homspau Whew okay, I wasn't sure if using the compositor would affect an EXR port with all the color adjustments, but I'd imagine it'd just revert to Raw in the EXR
      Thinking that I'm possibly overthinking it, sorry about that, thanks for the feedback, the series has been awesome and really informative!

  • @SVgamer-mv6hw
    @SVgamer-mv6hw 12 дней назад +1

    What is your system configuration?

    • @homspau
      @homspau  12 дней назад +1

      What do you mean? My machine? I'm on Ubuntu with a 3090

    • @SVgamer-mv6hw
      @SVgamer-mv6hw 12 дней назад

      @@homspau Yes machine.