Game Editing > 3D Modeling & Content Creation
blender wip psy ambient trance music video project
ratty redemption [RIP]:
a test showing compositing of one of my pre-rendered psy cloud backgrounds run though a displace node, and then mixed with my pre-rendered high frequency pattern.
this node setup should allow me to use the same high frequency layer on any of my existing backgrounds which use the same mesh deformation and camera angles.
although as this is abstract work, it might be possible to get away with them not using the same tracking.
here is a couple of direct links to the youtube uploads of these tests.
ratty redemption [RIP]:
a test render without the medium frequency rotating layer, and with more variation in scaling.
further testing of the displacement nodes, and mixing of my high frequency layer with my uv test pattern.
a test render with the high frequency layer blended more subtly with the psy clouds than some of the previous versions.
ratty redemption [RIP]:
mostly the same as the previous test but with a different colored psy cloud layer. the high frequency is blended using an overlay mixer node so derives some of it's color from the background.
kat:
Noise level of the texture is a little higher than I'd use myself but overall you'd be hard pushed to know that was being done in Blender ;)
ratty redemption [RIP]:
do you mean the relatively small size of the gaps between the high frequency pattern? or the overall amount of movement that layer creates? and he he, thanks kat.
ot: when you have time could you reply to my last email, no rush though.
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