I tried to add a displacement modifier to the short bob-style hair (which is a solid mesh instead of using hair particles) so it'd become more hair-like, but the way I tried to use X axis instead of normal axis ended up affected by the head tilting, glitching as she turns her head towards the viewer. Turns out this X axis isn't (or doesn't seem to be) the local X axis.
I was working on a more complex scene, a scene of which takes almost 4GB while rendering (because it involves two different models, a feminine dress and a masculine robe/cloak, two hair meshes, a pentagram circle of invocation and flames simulated using hair particles, marble ground and multiple camera takes, including a pair of cameras working as the man's eyes pointing at whatever direction he's looking at a given moment), but then I couldn't help myself but to proceed to a side project in order to make her eyes more of... well, her eyes, this uncanny mixture between the deep gaze of the uttermost void and the eerie reflective gaze typical of owls' (and other nocturnal creatures') eyes.
Technical details: rendered using Blender 3.6.22 Eevee with composition dependent on the depth pass, post-processed using ImageMagick (
magick mogrify -path ./noisy -attenuate 3 +noise uniform +sigmoidal-contrast 1 -modulate 100,110,100 *.jpg), then compiled as a video using FFMPEG (ffmpeg -r 15 -f concat -safe 0 -i <(find -iname "*.jpg" -not -size 0 -printf "file '$PWD/%f'\n" | sort -h -t_ -k 2) -r 15 -c libx265 -pix_fmt yuv420p -crf 15 animation_202605290710.mp4).#ArsRitualisTemplii #wip #3dmodeling #animatedshort #animation #3d #Blender #occult #occultart #Lilith








