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.
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 😂
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 💯
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!
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
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
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!
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!
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!
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!
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 :)
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?
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 :)
@@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!
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.
Thank you! It means a lot!
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 😂
Hahahahaa muchas gracias!
Que tutoriales más buenos Pau! super claros y muy chulos.
Muchísimas gracias Daniel! Significa muchísimo 🙏
Y muchas felicidades por el tuyo de claypencil. Espectacular!
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 💯
It does! Thank you!
Arcane compositing pleazzzzzzzzzz 🙏
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!
This rocks! I'm loving this series so much! Thanks so much for making these videos!
I'm so glad to hear that! Thank you!
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
Glad to hear it helps! Thank you!
This is gold thank you ❤
Thank you!
Thanks for all this you madlad
Glad it helps! Thank you!
Nice work, my friend ❤
Thank you!
duuude amazing
Thank you!
Thanks man
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
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
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!
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!
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!
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
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!
❤❤❤❤❤❤❤❤❤❤❤
were can we get the water color texture?
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 :)
@@homspau THANK YOU!
I also want to learn how to composite in Da Vinci Or blender but in view layers.
Any chance in future on this topic?.
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?
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 :)
@@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!
What is your system configuration?
What do you mean? My machine? I'm on Ubuntu with a 3090
@@homspau Yes machine.