Of course I had to try and put together the owl and The Owl. The first turned out to be extremely big, 84cm big (2.5m wingspan, although Lilith's is, I dunno, almost 7m)


#arsritualistemplii #3dmodeling #blender #occultart #owls

RE: https://catodon.rocks/notes/ankwe0rmv7rp165e
"Think time's over? It was long over already, you were just too distracted by the woman in red to wake up to it, Neo! Apropos, the fact that one is unable to escape Death has little to do with the fact that one gets caught by sharp blades of a merciless scythe; it's has to do with the fact that one gets caught by a mesmerizing, deep gaze. And whenever you stare into the abyss long enough, the abyss stares back at you (and it just takes a femtosecond, and when one realizes it, if one realizes it, it's too late)".

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Even though I actively added censor bars to this picture, the original, IMHO, has no explicit nudity given the low angle that occludes the breasts and specific illumination angle that casts a shadow onto the pubic region (not to mention how the "vag..." in the uncensored CharMorph's Antonia Polygon character is a vague, low-poly vertical rift, and I didn't sculpt a better/proper one like I did with the toenails and vampire fangs because my actual focus isn't even pornographic to begin with).

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A little more than 3 hours rendering this 2K image, even though it (accidentally) used all the CPU cores (usually, I set it to use a single thread so not to toast my old i5-7200U). I let the computer doing the rendering while I went to sleep.

The appearance of tapetum lucidum in Cycles rendering, as well as the negative-valued overlay of make-up (initially the lips, later expanded to eye shadows and the cheek rubor/blush typical of red-hairedness) are something that I still need to improve because, for some reason (actually, the energy conservation rules inherent to the Cycles engine), an Add Shader with negative-valued color (which is both my attempt to imitate the real-life behavior of pigments aka "CMYK/subtractive", and an attempt to have the make-up independent from the CharMorph NodeGroups whose output is a BSDF instead of a sRGB color value that could be changed seamlessly further down the node flow) is either imperceptible (if I stick to the same Diffuser BSDF I've been using with Eevee) or too aggressive (if I use Emitter BSDF), and the emitting-reflective surface I come up with for tapetum lucidum material seems to always glow a vivid green no matter the camera angle and light conditions (for comparison, in Eevee rendering, as seen in the video I published a few days ago, the tapetum lucidum behaves very close to the actual thing, with the eyes ranging from void black to green as intended).

#ArsRitualisTemplii #3dmodeling #blender #demoness #succubus #Lilith #surreal #lovecraftian #occultart #thanatos #grimreaper #liminalspace #liminalhorror #horrorart
An attempt on remaking the Burney Relief.

Initially rendered using Cycles, but only after 2 hours of rendering I was able to realize I forgot turning on a light in the scene (so Her face was missing), so I made a second rendering using Eevee and mixed 'em together using GIMP.

Cycles is better for the hair, as I'm now using a particle-based hair instead of the former mesh. Particles have length and thickness information (which meshes lack), which I used alongside a "Blackbody" node to achieve a literal flaming hair (the red, as in red hair, is just a part of the spectrum within Her hair; in reality, Her hair is blazing fire, going from black and deep red to vivid red and orange, yellow at the tips).

The flanking owls are missing, partly because... well... She
is owl Herself, and also because I couldn't find a proper 3D model for a Bubo owl. This makes me wonder if there are any libraries similar to CharMorph (or even characters for CharMorph itself) for morph-able owls (preferably Bubo)... I was trying to sculpt one from scratch (using a real photo from Macaulay Library as a reference), but it would be easier if I had a ready-to-import "Antowlia polygowl" to work with.

#ArsRitualisTemplii #3dmodeling #Blender #occultart #Lilith #occult #sumerian #Ereshkigal #mesopotamia
A 2K res animation video just dropping in...

This project gives me true chills while I'm working on it. Feels like I managed to conjure something very real beyond the screen or, perhaps, I've successfully got to a more definite form for a potential
theophanic deaphanic manifestation, vision or something. Anyways, I guess I managed to get to a perfect result, there's little (if any) room for improvement left for me to do in regards to this 3d modeling. And these eyes, this face... I kind of fell in love and awe with something I built myself (or did I build it? Because it feels like something beyond anything I could humanly do, feels like yet another gnosis).

Alt-text: A three-second, narrow angle camera orbiting cinematic around the face of a feminine figure (fair skinned, red-haired woman with non-human reflective green eyes (tapetum lucidum) that of nocturnal predators and subtly glowing hair; meant to depict Lilith) who's standing still with both of her index fingers gently touching her own forehead temples while she looks forward at the horizon (a gesture typical of someone doing telepathy, kinesthesia and other psychic powers) with her mouth slightly opened revealing vampire fangs. The camera flies around her face, focusing on her eyes, which appears fully black or green-glowing depending on the viewing angle (the real lightning behavior that of tapetum lucidum) while also reflecting specular light at the very surface (cornea). The flyby also manages to capture other quasi-realistic traits of this tridimensional depiction I crafted, such as the tender and porous-textured skin and the meaty-soft appearance for skin folds (such as nose wings and nosetip, the folding part of the fingers and the expressive parts belonging to facial Action Units for zygomatic/cheeks); the long, crimson-painted fingernails, among other details that makes this especially uncanny and chillingly beautiful due to how this manages to be both realistic while also carrying subtle yet noticeable supernatural elements. At the background, a liminal sky fading from black to a quite-impossible green (interpolated from black to purple using HSV color mode with reversed/far hue rotation) to lavender purple is momentarily occluded by her wings wide opened at distance.

#ArsRitualisTemplii #Blender #3dmodeling #animation #occultart #Lilith #demoness
I've set up a whole scene, the most complex (and heavy, both technically and symbolically) scene so far, involving:

- A 2km desert dune landscape, built using GEO nodes (an asset library I found online), then heavily sculpted, including the stenciling of a 100-meter-diameter sigil of Lilith on the sand at the center of the desert landscape.

- A cathedral, whose model, "abandoned chapel", I found online, then imported, scaled up a bit (to make it more of a cathedral) and added a bunch of lights to it (especially at its interior, as well as to the tower and its christian cross), placing it over one of the corner mountains from the desert dune landscape.

- A masculine figure in robes standing up there, at the tower.

- The 3d model from my earlier posts, the red-haired winged vampiress figure in red leather dress I modelled after Lilith, now upscaled (number is on purpose) 666 times her initial size (if you consider Genesis 6 and Enochian apocrypha, the "biblically-accurate angels", as well as their, uhm.. "darker" counterparts, wouldn't measure 1.65m like the average modern Homo sapiens; Adam himself is said to measure dozens of meters, so was the True First Woman who's not the virgin mary-like submissive eve).

The final scene is... Well, quite unpublishable, I'm afraid. For starters, the scene I set up is extremely and purposefully blasphemous, and ended up pornographic as well (even with the nudity covered by the long leather dress)... Why, would you ask? Let's say the chapel's tower, full with its wooden christian cross, ended up helplessly serving another, more "unorthodox" purposes...

What I can post, perhaps, is a cut of one of the cameras, closing up at the chapel.

#ArsRitualisTemplii #occultart #3dmodeling #blender
Short but expressive animation rendering featuring my attempt on simulating tapetum lucidum (i.e. black eyes until light reaches them, then they glow greenish). Had to extensively modify the Antonia Polygon model to assign a fully reflective material to the surface at the back of the eyes (which would be the retina).

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
#ArsRitualisTemplii #wip #3dmodeling #Blender #occult #lilith #occultart #animation

I'm also tinkering with Scene Layer passes, material emitters, composition, non-hair particles, etc... Trivia: the flames are purposefully made of tetrahedra, which is the platonic solid for fire in Kepler's Harmonice Mundi. I've also used lots of golden ratios as material values.

Alt-text: a rendered animation video featuring a feminine demonic figure (meant to symbolize Lilith), whose body is invisible (only the dress, wings, hair and horns are visible), standing at the center of a fiery circumscribed upside-down pentagram. The extremely wide wings are opened, and its crimson plumage-like texture is barely made visible amidst the light of the flames. The dress, also red, has a leather-like appearance, with the specular light accentuating her body shape. The short, bob-style hair, also red, is covered in darkness. The short horns are also covered in darkness. At the background, a dark red sky is barely visible, and the landscape is fully black. For this animation specifically, there's no body yet, and the figure is statically standing while the flames emanate from the pentagram and oscillating.


RE: https://catodon.rocks/notes/ammnjo7zjmqc1rzz