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aVersionOfReality Profile
aVersionOfReality

@AversionReality

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

Bay Area, California
Joined September 2015
Don't wanna be here? Send us removal request.
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@AversionReality
aVersionOfReality
4 months
Next video! We can't bake textures in Eevee. Or can we? With a little help from Geometry Nodes, we can actually bake most types! And can make a great setup for Decals and superimpositions in UV space. #b3d
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@AversionReality
aVersionOfReality
2 years
Node doodling an NPR tree shader to answer some questions earlier. This isn't optimal, but you can get the idea of how to approach it. The mesh is a collection of planes with Sphere projected normals and alpha texture (I just did nodes) #b3d #bnpr
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@AversionReality
aVersionOfReality
1 year
Curve hair, but you can set different meshes per curve strand! And have options to adjust them. And its using the flat wrapping method so its easy to work with! This is the hair workflow i've wanted for over 7 years, and it can finally be built #b3d
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@AversionReality
aVersionOfReality
1 year
Quick and easy Normal Map decals with geo nodes. The decal meshes get the body's UV map, then have their Position set to UV space and volume restored. Then Normals converted to Tangent Space in the material, and rendered with an Orthographic camera #b3d
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@AversionReality
aVersionOfReality
1 year
Slowly adding to my tool stack for @join_hallway . This is a spline patch making a mesh that is wrapped from UV space onto the model. There's also setups to unwrap meshes on the surface back to UV space. Working in UV space enables a lot of procedural workflows. #b3d
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@AversionReality
aVersionOfReality
1 year
#Blender Tip: When using Nurbs curves (here with curve modifier) you can have Tilt problems if the first 2 points aren't aligned. You can solve this by adding some more points right at the base. Hiding them also avoids proportional edit hitting them. #b3d
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@AversionReality
aVersionOfReality
2 months
If you are modeling stuff in Blender, don't forget that the Loop Tools addon is excellent. You can model rough and then use it to fix up the mesh's spacing. Here's an example of quickly removing wrinkles from this sleeve. It could apply to other sorts of unevenness too. #b3d
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@AversionReality
aVersionOfReality
2 years
UV wrapping a mesh onto another mesh with #geometrynodes . Its basically UV based retopology? Also useful for mesh decals, or transfer sources! Flatten both meshes to UVs, transfer original position of head through flat version to the other mesh, set position. #blender3d #b3d
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@AversionReality
aVersionOfReality
3 months
Everyone using Blender should learn #geometrynodes . It would take ages to what I do here in a few seconds by other methods. And I'm getting to leverage the Laces generator by @BeltMakerTool . I like my UV projection setup because I can adjust and block in fast #b3d
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@AversionReality
aVersionOfReality
2 years
Using #geometrynodes to have a Curve follow the mesh surface with its Tilt aligned to it. The curve is then extruded and solidified. Amazing for attaching surface details. Curve can still have its radius + tilt changed. Doesn't even have to be exactly on the surface! #b3d #bnpr
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@AversionReality
aVersionOfReality
7 months
Weight painting is so much easier when you know you'll get to keep using Corrective Smooth. You can skip most weight blending. You can basically just do a bad job and it'll still work #rigging #b3d
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@AversionReality
aVersionOfReality
1 year
With #geometrynodes you can get up to all sorts of mischief. These are leggings made by lofting bezier curves, and then UV wrapping them onto the leg. Some other curves are UV wrapped onto that. You can stack up whatever details you want! #b3d #Blender3d
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@AversionReality
aVersionOfReality
1 month
Continuing my #b3d #Miku build. Trying out my Lofting tools to help build the shirt. This is a geometry nodes group that takes an input mesh and lofts a new dynamic version based on turning marked edges into profile curves. The makes it easy to build a shape without having to
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@AversionReality
aVersionOfReality
1 year
As we all know, blinks are one of the most annoying expression keys to build. So I've made a node group for it! Snaps the eye loop to a curve with various smoothing and loop distribution options. Also automatically Displaces to keep from clipping the eye #b3d #VTuberUprising
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@AversionReality
aVersionOfReality
2 years
Using #geometrynodes to unwrap the face. This is the distance between face and the transfer cage on the cage's normals. Then the face is flattened to its UVs and that distance is added as Y offset only. We can visualize the detail without the curvature. Its lumpy! #b3d #bnpr
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@AversionReality
aVersionOfReality
5 months
Geometry Nodes make Marvelous Designer to #b3d workflows much more convenient. MD gives clean UVs, but funky auto topology. Blender didn't have a convenient way to do UV retopo before geonodes, but now it only takes a moment!
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@AversionReality
aVersionOfReality
3 months
Starting to block in details on the outfit. Experimenting with the laces node group by @BeltMakerTool . Combining it with my own wrap setup to easily control the placement on the sleeve. And a geo nodes attribute for line thickness! #b3d #blender
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@AversionReality
aVersionOfReality
5 months
By popular demand, here's a quick tutorial on basic UV space retopology using Geometry Nodes in Blender 4.0. See how to straighten UVs, flatten a mesh to its UVs, and transfer its original position to a new mesh via the UV space. #b3d
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@AversionReality
aVersionOfReality
2 months
Detailing the surface of this model. I'm going for something like a sci-fi suit/plugsuit. So I need some raised areas, some seam lines, maybe some engravings, etc. So I used geometry nodes to make myself something like solidify, but that locks part of it to the mesh surface #b3d
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@AversionReality
aVersionOfReality
2 years
Is your mesh mostly clean except for a few areas where triangles or poles distort the shading? (subsurf is especially bad about this.) Quick and easy fix: Stick some clean quad patches over the problem areas and transfer Normals masked to those areas only. #b3d #bnpr
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@AversionReality
aVersionOfReality
1 year
This is your daily reminder that the Loop Tools addon comes with blender, and that Space and Relax are some of the most useful tools for #retopology and shapekeys. Also, don't forget about the regular old Smooth command in edit mode either. #b3d #blender3d #bnpr
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@AversionReality
aVersionOfReality
3 months
Here's a quick off the cuff video showing the fancy toon shader I've been building in the Malt render engine. Malt supports light groups, multiple passes, arbitrary shader lines, and much more! Its a huge sandbox. You can even write whatever glsl you want! #b3d
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@AversionReality
aVersionOfReality
1 year
With #geometrynodes , you can unwrap your mesh to its UV map, and then transfer the position back to the original mesh. This allows you to UV edit with full mesh editing tools + sculpting! #b3d #blender3d #3dart #texturing
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@AversionReality
aVersionOfReality
10 months
Quick Blender Tip: The Shear command exists and is super useful when needing to rotate things while maintaining alignment. Shift+Ctrl+Alt+S may seem like a handful, but you'll get used to it! #b3d
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@AversionReality
aVersionOfReality
3 months
I've been quiet for a few weeks due to a busy NDA contract, but now I'm back and experimenting with Malt! Look how lovely these shader lines are. And you can have it draw lines on the edges of the shading and rimlight too! #b3d
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@AversionReality
aVersionOfReality
1 year
The eye needs a faked lid shadow. This is done with a transparent mesh since this needs to work with #vrm . Where exactly that lid shadow is might need to change for different eyes/characters, so I've once again used #geometrynodes to make life easier! #b3d #bnpr
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@AversionReality
aVersionOfReality
4 years
Metallics can be difficult with Eevee toon shaders because you can't have them properly reflect the world in most setups (for technical and/or stylistic reasons.) You can make them more interesting by matcaping a procedural texture to fake some reflections. #b3d #bnpr #blender3d
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@AversionReality
aVersionOfReality
1 year
More #geometrynodes clothing lofting+UV wrap! This is working well as a quick way to concept/blockin. I think it will be possible to add enough options for a full non-destructive workflow. But for now I'll need to finish up the outfit the old fashioned way. #b3d #blender3d
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@AversionReality
aVersionOfReality
2 years
Want to learn about building custom stylized shaders in #Blender3D ? Here's an in-depth shading tutorial disguised as a tree! Video: Blog Post with more info: #b3d #bnpr #3DCG #3dart
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@AversionReality
aVersionOfReality
1 year
The #geometrynodes setup for #arkit expressions is moving forward. I made a bunch of geonodes tools to help setup expressions, and then handed it to @realBeyondDev to build them. The eyebrows/lashes follow the face and can have additional offset. #b3d #bnpr
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@AversionReality
aVersionOfReality
10 months
Making some NPR jeans for #Vtubers with adjustable details. Weights, UVs, wrinkles, and Normals are transferred from an undetailed template via UV space. Its basically a live retopo setup #b3d @join_hallway
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@AversionReality
aVersionOfReality
2 years
Thinking about anime eye shape controls using #geometrynodes . Now I need to put something in that socket...
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@AversionReality
aVersionOfReality
1 year
The upgraded flat space Curve hair workflow is coming together well. Working with Nurbs curves is always a bit funky, but with the tilt locked to the surface it eliminates most of it. Part of the #vtuber tools I'm working on for @join_hallway
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@AversionReality
aVersionOfReality
1 month
Using Geometry Nodes to make a screen space gradient mask from the interior of a mesh to its visual border, and then using that to taper the thickness of Malt line art. It horribly slow so I should do this entire in Malt instead, but nice artistic proof of concept. #b3d
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@AversionReality
aVersionOfReality
5 months
Decided to change up my outfit design a bit, but didn't want to renew my lapsed Marvelous Designer subscription just for one small change. So here's how you can make baggy leg warmers with Blender cloth sim (still playing with optimal settings) #b3d
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@AversionReality
aVersionOfReality
1 year
The power of morphing on a surface! The changes made to the flat version are done on the surface of the simplified mesh on the left. This makes it easy to create certain expression keys that need to not change in the wrong dimension. #b3d #geometrynodes #Blender3d #bnpr
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@AversionReality
aVersionOfReality
11 months
When UV unwrapping, even simple meshes are often faster to unwrap using a UV mesh. TexTools addons makes a copy of your mesh with a shapekey where's its set to the UV map. Edit that with typical modeling or sculpting tools (LoopTools addon's Space and Smooth Brush is what I used
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@AversionReality
aVersionOfReality
6 months
Still grinding on the Lofted Clothing. Added some important features like not wrapping to areas of the target mesh with a certain vertex group. This allows clipping into the neck in this case. Next figuring out the best curve layout for a shirt, and radius based fit factor #b3d
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@AversionReality
aVersionOfReality
1 year
More curve rigging for #vtuber expressions. The eye socket is deformed by the Curve. How far out the deformation goes is controlled by the curve Radius, and the shape of the falloff by the Tilt. Good for the base eye shape or expressions! #VTuberUprising @join_hallway #b3d
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@AversionReality
aVersionOfReality
6 months
More very lazy weight groups thanks to Corrective Smooth and Preserve volume #b3d
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@AversionReality
aVersionOfReality
2 months
More geometry nodes surface detail doodling. A hex grid automatically fitted to the UV reference, but then masked with the input geo. Then wrapped onto the character. I know I want some sort of hexagon pattern, but not exactly what so I made this for fast doodling #b3d
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@AversionReality
aVersionOfReality
4 years
A new approach to adding some fake shading for hair, inspired by @rukikuri 's painted method, but instead controlled by UVs, and made light reactive via a shader mask so that it'll still blow out under intense light and doesn't look too static. #b3d #blender3d #bnpr
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@AversionReality
aVersionOfReality
1 year
More hair wrapping doodling. A surface is wrapped on, and then curves are wrapped on top and extruded. The wrap target, or the surface, or the curves can all be edited. Lots of styling options, but with details conveniently separate from the overall shape. #b3d #VTuberAssets
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@AversionReality
aVersionOfReality
2 years
Working on the next Customizing Normals video! This one is about using #GeometryNodes for Position and UV transfers to create a better transfer setup. We solve the Air Gap issue from the earlier videos. Look how much of a difference it makes in quality of the shading! #bnpr #b3d
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@AversionReality
aVersionOfReality
2 years
Getting back to Face Normals! The next Customizing Normals video will be about using Surface Gradients to combine multiple sets of Normals. Also check out what our clean transferred UV map lets us do to create a clean base shape. We'll stack more details on it! #b3d #bnpr
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@AversionReality
aVersionOfReality
2 years
Use a Deform Mesh to make large changes without messing up the real mesh. Especially when working with higher density meshes that need to stay clean! This is simply the Surface Deform modifier, but you can use #geometrynodes too for advanced versions. #b3d
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@AversionReality
aVersionOfReality
1 year
The expression controls continue! Here's a look at how easy browInnerUp and browOuterUp can be with a curve rig. The curve radius+tilt are affecting the deform mask, but only above the curve. At the end its showing different amounts of Corrective Smooth. #b3d #Vtubers #bnpr
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@AversionReality
aVersionOfReality
2 years
Continuing work on a controlled curve lofting setup made in #geometrynodes . This wraps an evenly spaced grid (per axis) onto the curves. Note that it stays consistent even when the vertical position of the input curves changes. This is done through resampling. #b3d #bnpr
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@AversionReality
aVersionOfReality
2 years
Thinking about anime hair in #geometrynodes . There's all sorts of wrapping we can do to curves, which means we can use the new hair system too! We'll be able to do a much better version of the workflow in my old Flat Modeling Anime Hair video: #b3d #bnpr
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@AversionReality
aVersionOfReality
2 years
Working on a tree shading tutorial, but I still can't resist messing with Normals. This uses Surface Gradients to steal the Normals from a Normal Map and add them to the custom sphere Normals. Just the leaf detail gets used without the bad base normals! #b3d #bnpr #Blender3d
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@AversionReality
aVersionOfReality
11 months
Quick #b3d tip: Here's how to do UV space retopology using the TexTools addon and a very simple geonodes group to rewrap the UV mesh. I'm using quad remesher in this example, but any method of retopo is easier on a flat mesh.
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@AversionReality
aVersionOfReality
2 years
In the next video, we'll be taking Position Transfer with #geometrynodes to the next level! This setup will allow us to easily create layers, custom topology, and decals for Normal transfer. Slowly we are solving the problems we learned about in the earlier videos! #b3d #bnpr
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@AversionReality
aVersionOfReality
4 years
Squishy bbone rig for adjusting eye shape. Lots of shape possibilities with the bbone start/end controllers. Good for toon expressions that need a lot of wiggle room. #b3d #blender3d #rigging #bnpr
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@AversionReality
aVersionOfReality
7 months
Here's where I'm going with all this #geometrynodes lofting. The curves are snapped to the surface of the body only if the profile curve is inside. A very convenient fitting tool with even loops. A bit clunky with these auto handle curves, but you can see the potential! #b3d
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@AversionReality
aVersionOfReality
1 month
Continuing my Miku build with Geometry Nodes and Malt. Added Emission and Transparency to my shader for the sleeve screens (luckily I can reuse textures from the previous 3 times I made her). And a quick cloth simulation test #b3d
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@AversionReality
aVersionOfReality
4 years
Back to squishy bbone face rigging. Lots of controls for reshaping major elements of the face. Its not just for expressions, but also for correcting shapes for specific camera angles, or making a whole new face for a different character #b3d #blender3d #rigging #bnpr
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@AversionReality
aVersionOfReality
2 years
My next video explains Tangent Normal Mapping math. Here we have Tangent Normals from a mesh patch transferred in UV space to the head and applied with custom Normals+Tangent from a simplified face mask. Should be able to record next week, job allowing! #b3d #bnpr #geometrynodes
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@AversionReality
aVersionOfReality
2 years
If you want to use Custom Normals and Normal Map on top of them properly, you're going to want Custom Tangents too. Here's a normal map decal of a sphere being moved around. Note the 2nd face without transferred Tangents still shows base mesh details. #b3d #bnpr #geometrynodes
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@AversionReality
aVersionOfReality
5 months
Very surprised by how much attention my Geometry Nodes UV Retopology video has already gotten! I'm planning more. Does anyone have questions they'd like answered in the next one? Already working on an example of the workflow in action. #b3d
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@AversionReality
aVersionOfReality
4 months
Recording the next video. As you can see, it is a super important topic that will save you huge amounts of hassle in your projects #b3d
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@AversionReality
aVersionOfReality
1 year
Thinking about some hair tools. This is the flat modeling technique from my old video () but wrapping curves onto a surface and then extruding instead of just wrapping mesh. Its nice to separate the overall shape from the individual strands this way #b3d
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@AversionReality
aVersionOfReality
6 months
Another step closer on the Lofted Clothing. This is 3 separate Loft operations (front, back, side) merged together. Need to add the smoothing and some loop flattening, but you can really see it coming together, and how this can be used for quick adjustments #b3d
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@AversionReality
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1 year
Building up a #geometrynodes anime eye setup that will have #arkit expressions. This has non-destructive Position Keys. The different expressions are defined in the nodes and then saved as Position Attributes. Any eye mesh you drop in gets wrapped into shape and keyed #b3d #bnpr
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@AversionReality
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1 year
Projecting details onto the face mesh (which flattens them) and then restoring volume. This eyebrow is wrapped onto a curve using a geonodes version of the curve modifier. The curve is aligned to the head mesh. But on curved areas, the eyebrow can still clip. This solves it #b3d
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@AversionReality
aVersionOfReality
5 months
The last video was so well received that I decided to go make the next one already. This covers editing UVs as meshes so that you never need to deal with the lack of good UV tools (no offense to UV tool makers), and also a bit about grid retopoing non-square islands #b3d
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@AversionReality
aVersionOfReality
4 years
Unnecessarily complex cyber boots blockin/doodle. Not sure exactly where i'm going with these, but it'll be fun when I get to line art. #b3d #3dmodeling
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@AversionReality
aVersionOfReality
1 month
Starting a different outfit, but same geometry nodes tools #b3d #miku
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@AversionReality
aVersionOfReality
5 months
More UV Retopology with Geometry Nodes in Blender 4.0. This is a demonstration of the workflow from my previous two videos. If you watched those and thought "Cool, but how should this actually look in practice?" then this video is for you! #b3d
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@AversionReality
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1 year
A procedural eye made in geonodes with pure math. The shape/size/center are saved. The eye is a plane bent into shape using polar coords. The face can be projected onto the eye based on the same parameters. Previously did this with slow position transfer. Over 20x faster! #b3d
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@AversionReality
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1 year
A demo clip of the workflow we've been developing for #Vtuber creation. Imagine if you started with a complete head with full expressions, etc, and then could use convenient controls to adjust it for your character. Also hair tools! #VtubersUprising #b3d
@realBeyondDev
Beyond Dev - Tyler Walker
1 year
Artist tools speed up #VTuberAssets creation. Custom #anime hair in 20 min? @AversionReality @lil_blk_rabbit and I want to make everything faster. ARKit, springbones, clothes, custom bodies. If you are a #3Dartist we'll be looking for testers soon. Follow us and @join_hallway
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1 year
A geonodes setup for aligning curves (and meshes made from them) to a surface — and various extra features. Finally can model without constant tilt problems! One of many tools we wish we'd always had. At least now we can build them ourselves #b3d
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@AversionReality
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5 months
Next Video! How to edit your UVs as meshes thanks to geometry nodes. This allows the full use of mesh editing tools, sculpting, modifiers, etc. Often nicer than the restricted toolset of the UV editor! Also shows how to Knife Project grid retopo #b3d
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@AversionReality
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6 months
A #geometrynodes setup to add points to a curve, but only in a selected area. The selected part of the curve is split off, resampled, and merged back in (which requires multiple mesh conversions). This allows more loops where needed when lofting. #b3d
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5 months
Have you ever been UV editing and wished you have more tools, or access to commands you use when editing meshes? With a little help from Geometry Nodes, you can edit your UV map as a mesh and use the full power of sculpting, modifiers, addons, etc. #b3d
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@AversionReality
aVersionOfReality
2 years
I've finished recording the next Customizing Normals video! We've learned about transferring Normals, but now what? How do we combine layers or stack them? That's what the rest of the series is about! We start with Surface Gradients. Here's a rough example. #b3d #bnpr
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@AversionReality
aVersionOfReality
1 year
Test using a bendybone to control a mesh deform patch, which then transfers the deform to a flat (UV space) face mesh, which then transfers to the real face mesh to create an expression key! Part of the #vtuber face system I'm building for @join_hallway #b3d #VtubersUprising
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6 months
Blender's cloth sim isn't great compared to, say Marvelous Designer, but its simple to use and works just fine when you've got a clean mesh #b3d
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@AversionReality
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2 years
Doodling some potential anime face #retopology . This is really easy to do when you use #geometrynodes to unwrap your face to UVs, and then to wrap your guides back onto the face via Position transfer. And you can then mmediately transfer those UVs to the new mesh. #b3d #bnpr
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@AversionReality
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6 months
Lofting is excellent for any garment that is essentially one rectangle of fabric. And that means dresses and skirts! And since it is curve based, its actually very easy to make a procedural pleated skirt generator (we all know how important those are! 😎) #b3d
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aVersionOfReality
10 months
My clothing system is an undetailed template mesh with weights and UVs, and then a flat detail mesh UV wrapped on. To help adjust the template's shape, I'm using a version of it with most loops removed and subsurf, then raycasting the original onto it with #geometrynodes #b3d
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@AversionReality
aVersionOfReality
3 years
Experimenting with different ways to fake, generate, and influence normals. This UV based method works, but would take ages to get clean by hand. Need a way to generate this gradient cleanly and with some controls that aren't so fiddly. #b3d #blender3d #bnpr
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@AversionReality
aVersionOfReality
2 years
My flat modeling anime hair video is pretty old now. I'm finally getting to look at making the same sort of method in #geometrynodes ! 1) Make a strand generator with whatever controls you like 2) wrap the strands onto the blockin mesh. #b3d #bnpr
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@AversionReality
aVersionOfReality
4 years
Want even toonier shading? Ramp or otherwise quantize your normals (just make sure you remap the ranges properly!) Works nicely on AO too. #b3d #Blender3D #bnpr #3dtoon
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@AversionReality
aVersionOfReality
5 years
You can make a decent real time organic silhouette line art material in Eevee nodes. This is actually inverted backlighting. The light is a sun lamp with a huge radius and high strength. This blows out the facing edges of the model. That is then gated with a layer weight. #b3d
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@AversionReality
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1 year
One of the biggest obstacles to working with expression shapekeys is that you can't change your Basis without problems. If you want to make a new character with some adjustments to the face, you need to update all your keys because they are Relative Offsets. In the #Vtuber
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@AversionReality
aVersionOfReality
1 year
Continuing work on a #geometrynodes setup to help create #arkit expression shapekeys for #vtuber models. Part of the toolset I'm working on for @join_hallway . It works with any mesh for the eyes, or additions like catchlights or effects. #bnpr #b3d #ENVtuber #VtuberUprisings
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@AversionReality
aVersionOfReality
2 years
So I had the idea to make this because I wanted to adjust my face for better proportions with minimal distortion. And now I can! Adjusting only the detail without touching the main curvature, because its being texture wrapped back onto it! #b3d #bnpr
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@AversionReality
aVersionOfReality
2 years
The tree shader now has features! This is an NPR shader that uses the shading and gloss masks to alter color Hue as well as Value. There's also some fake shading based off distance from the tree's center, and subtle details like AO (but only in shaded areas.) #b3d #bnpr
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@AversionReality
aVersionOfReality
4 years
Zippity zap! Behold, for I am a great magician! Made possible by the Vertex Weight Proximity modifier and drivers. It needs one modifier per split between strand bundles. Actually does better stopping intersections than gaps. #b3d #blender3d #bnpr
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@AversionReality
aVersionOfReality
1 year
Testing some ways to improve Normals with a generated proxy mesh. You can only do so much on a mesh this low poly, but smoothing things out reduces the impact of Linear Interpolation issues. It would make a bigger difference on worse topology actually. #b3d
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@AversionReality
aVersionOfReality
1 year
Adding some subtle eye movements to some expression keys. The deformations are done in nodes, so its easy to add some new nodes for keys that didn't exist on the eye yet. The same method is used for changes to the catchlight and fake lid shadow. Convenient! #b3d #bnpr
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@AversionReality
aVersionOfReality
1 year
Usually, working with shapekeys is a huge hassle because you cannot change your base mesh or topology once you start. But what if we make all our expression keys dynamically inside a #geometrynodes stack in UV space from a transferred UV? #b3d #bnpr #Vtubers
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@AversionReality
aVersionOfReality
1 year
The #geometrynodes surface morphing grows in power. Now it can work on top of a Surface Deform modifier. So I can make big changes to the face, or surface changes. And there's even a setup that keeps the eyesocket loops on the surface of the eye plane #b3d #bnpr #Blender3d
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@AversionReality
aVersionOfReality
10 months
Blender's cloth brushes are often overlooked since they are a bit odd to work with. But they do a full sim, and can use collision too! Great to stop your clothing from all looking like its made of rubber. And I totally missed those Filters. Need to make geonodes versions. #b3d
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@AversionReality
aVersionOfReality
3 years
My latest video! How to get clean toon face shading! This method avoids high labor fixes like normal editing or specialized topology. Instead, we throw away our messy mesh Normals and build new clean ones out of Object Coordinates. #b3d #bnpr #blender3d
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@AversionReality
aVersionOfReality
7 months
Experimenting with controlled Lofting in #geometrynodes . The point of Lofting is control and clean geo. But this is for clothes, and I need it to match the surface. If you shrinkwrap the mesh, it gets disrupted. But if you raycast the curves onto the surface based on the original
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@AversionReality
aVersionOfReality
2 years
Another simple but useful #GeometryNodes setup. Using Raycasting to project the Face Mask onto the face. Rays are cast from the mask on its Normals to the Face, and then position is gotten where they hit. Excellent for creating intermediary objects for Normal Transfer! #b3d #bnpr
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@AversionReality
aVersionOfReality
3 years
#malt3d now has Normal Beveling! Thank you @pragma37 for developing this! I funded this feature specifically to help with shading issues in anime hair, but its useful for lots of other things, including actual beveling and geometry edge detection for textures/masks. #bnpr #b3d
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@AversionReality
aVersionOfReality
28 days
Starting to add some details to Miku's shirt. I need some seam lines. Currently Malt is detecting lines between different areas of color (among other things), but now I want some seams in areas with the same color. So I added a Vertex Color layer for it to detect lines on #b3d
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@AversionReality
aVersionOfReality
7 months
The Preserve Volume option on the armature modifier is great sometimes, but often goes too far. In this example it is doing too much on the elbow, and is doing strange things in the armpit when the arm is raised. If only we had more control, like a vertex group! Well, we can have
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