Ended up doing the dithered approach in Blender after all; came out better than I expected, and I was able to render it to lossless VP9. Ended up switching to AV1, which got a bigger filesize. Noticed that I can't play VP9 videos on Firefox mobile. Don't know if AV1 is supported super well, but it works in all my browsers at least.

#Blender #EeveeRender #EeveeRenderer #GeometryNodes #SimulationNodes #3DArt #Art #Cube #Cubes #AbstractArt #AbstractArtwork #MotionGraphics #MoGraph #PixelArt #ドット絵

I spent a couple days reimplementing much of this piece by @Goldstarknight .

The principles were relatively easy, but the details took a ton of fiddling, especially getting it to loop properly. At first, I tried a BSDF for the material, but that proved too challenging to get the two-tone look I wanted, so I ended up just doing a simple color mix with a cross product.  The background cubes use a simulation node to spawn on a timer with a random timeout in an interval.

Took probably about 5 or 6 hours of work altogether.  I might see if I can get a dithered look without any anti-aliasing, and see if I can turn it into a compact APNG. I know I could do it via GIMP scripting, but I'd rather do it all in Blender if I can manage (I probably can't).

#Blender #EeveeRender #EeveeRenderer #GeometryNodes #SimulationNodes #3DArt #Art #Cube #Cubes #AbstractArt #AbstractArtwork #MotionGraphics #MoGraph

First render in a while. It's a simulation nodes gravity simulation. I went through many phases of overcomplicating it to varying degrees of success before going the absolutely simplest approach of Newtonian gravity with a force filter that drops very close particles to 0 influence (otherwise particles get flung into the Twilight Zone). I cheated a bit and optimized calculation time by using a Merge by Distance in my simulation zone and only calculating the influence from those. It does cause closely-clustered points to have only as much influence as a single point. In another study, I had found a way to make the merged points have the mass of all the points in the merge, but the way that I did it had worse performance than the raw N^2 N-Body calculation.

The color of each particle is simply the absolute value of the velocity, mapping XYZ to RGB.

I should work with Geometry nodes more. They are very stimulating. My real addiction is programming, and I often neglect my art, and geo nodes give me the opportunity to scratch both itches at once.

I wish I could get this one done in Cycles, but it's just too damn slow. Low frame time and denoising alone would make a 30 second render take over 5 hours, and it doesn't really look that much better than Eevee.

#Blender #BlenderEevee #EeveeRenderer #EeveeRender #Video #MotionGraphics #MoGraph #Gravity #GeometryNodes #SimulationNodes #Suzanne #NBody #NBodySimulation

Yooooo, this is EEVEE 👀

#blender3D #b3d #shading #eeveeRenderer #3Dart #wip

Creating a supermassive red object that shines with the light of a thousand suns in Blender so it can imprint a faint red reflection on other objects when using Eevee as a render engine #blender #red #blende3d #HelpWelcome #EeveeRenderer
Playing with some volumetrics to give the scene some atmosphere and depth. Not looking too shabby. some lovely colours and shape to the lights and the hint of rays. but do feel that the logos could pop a bit more and the lectern looks a little washed out so still room to improve #blender #blender3d #eevee #EeveeRenderer #setvisual #setdesign #visualisation #lighting
Really pushing eevee today with this clean set visual, getting some lovely shapes in those lights, may try to get some depth going in the next render then try and clean up some of the textures. #blender #blender3d #setvisual #EeveeRenderer #visualisation
testing the new lights that I made earlier today in a set visual #3dvisualization #blender3d #eevee #EeveeRenderer
EASY Jet Thruster Effect in Blender #b3d

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