This is an old animation/render test i made for a now abandoned project from 2016 i think. (Sheesh was that really eight years ago?)
@luayguerbaa4768Ай бұрын
hi can i use this video for a school project ? Won't be shared
@LanceBerylDevАй бұрын
sure 👍
@luayguerbaa4768Ай бұрын
@@LanceBerylDevtysm❤
@LanceBerylDev7 ай бұрын
I go more in-depth with the creation of this character on my socials like threads (@ lanceberyl) and insta (@ lance_beryl) but will probably do a tutorial on the IK telescopic arms eventually. LORE for people who want lore: So, this golem/automaton is actually one among many which tend to the garden and other facilities of the Heartbase. They (as I'm writing) don't have any assigned gender, but I'd like to hear ideas for names of the various golems. "Charlie" is one I really like.
@Lucas-Stl5 ай бұрын
Vary Laputa...
@aracelyjaclyn308810 ай бұрын
😭 Promo'SM
@JacobHalton11 ай бұрын
This is a really cool exploration of different ways to do this. I was wondering about a different issue I'm having though, when the grass particles are set to "Children: Simple" and you increase the radius, it makes them spread outside of the emitter, and they'll overlap objects that are next to the grass, but if I switch it to "Interpolated", it stays contained to the emitter, but the texture doesn't mix the colors around in a more natural way. Any ideas of how to solve that? I haven't been able to find a way to mask out the stray grass pieces at the edges. Using booleans still has overflowing particles even if you use it to change the shape of the emitter.
@LanceBerylDev11 ай бұрын
Hi! Yeah that's just kind of how children work, they are effectively offset from the spawn point of the parent particle. In respect to ways of controlling grass extending past the desired boundary, or clipping into grounded objects, there are a few potential work arounds.. but the simplest I can think of is creating a vertex group to offset the height or density of particles, though this is limited by the resolution of your (emitter) mesh. I plan to redo this tutorial (for the third time) to make certain facets more straight forward, amend oversights, explore viewer questions, and showcase my improved shader, ..though I'm not entirely sure when that will be. I have more testing to do.
@JacobHalton11 ай бұрын
@@LanceBerylDev Oh interesting, looking forward to that! Basically I think my problem will be solved if I can have something like a rock (or anything) next to or in the grass, and the grass isn't going through it
@justasandvich11 ай бұрын
Where is the bob omb walking now one knows but the bob omb itself
@Lucas-Stl Жыл бұрын
Is it just me or does it feel like the floor is moving faster than his walk cycle?
@LanceBerylDev Жыл бұрын
It was one of, possibly my first walk cycle(s) so probably
@Lucas-Stl Жыл бұрын
@@LanceBerylDev Fair enough.
@Lucas-Stl Жыл бұрын
Getting ready for Wonka I see. xD
@LanceBerylDev Жыл бұрын
Probably not the final version, will keep working on it. (See description for info.)
@LanceBerylDev Жыл бұрын
Dedicated video on the creation and animation of this character will hopefully come eventually. (See description for additional info in regards to the animation and future prospects.) This was a very fun and informative exercise that helped me realize what's possible with Blender's various tools and culminative study/experience. This exercise also revealed many ways the rig and my process could be improved.. for example. I realized very late into animation that she does not have a swivel set up; so she can rotate her tripod independent of her body, but not her body independent of her tripod, which is a limitation I'll need to fix. ..As I mention in the description, I'm not entirely sure what to do with her voice or sound effects, but not in a hurry just yet. Vocaloid/voicesynths may be something I'll continue to look into. Currently her name is "Camm," short for Camera. It's a very simple but fitting enough name. I've entertained alternatives like "Cami," "Cordalynn," "Cordaline," "Camalynn," but I'm not the best at coming up with names. Open to suggestions.
@Lucas-Stl Жыл бұрын
In my head "Camm" works. I was thinking "Bio-Electric Camera" or "BE-CAM" or a pun off a brand of camcorder.
@Lucas-Stl Жыл бұрын
I’m working on something similar but I like where you’re going with this idea; it’s simple and can easily transition to a still pose for your gameplay.
@Lucas-Stl Жыл бұрын
Very clever design. Also pun. 🤣
@mix-up9003 Жыл бұрын
Very nice work keep it up.
@LanceBerylDev Жыл бұрын
I've always liked the idea of having a more diegetic setup versus the standard webcam in the corner / floating screen most creators have. Getting the proportions and positions right has been a headache, and I'm still not 100% set tbh. Gameplay channel to feature these animations in description!
@Lucas-Stl Жыл бұрын
Very impressive. Like you said, a little finicky, I’m noticing clipping here and there; mostly your shirt into your jacket when you sway. No arm tracking, that’s definitely a tough one, especially with a full custom like this one.
@LanceBerylDev Жыл бұрын
My new let's play channel featuring this avatar if you're interested: kzbin.info/door/4LFJvu8fTMO5VW64wWm3vg
@evanstential Жыл бұрын
can this be done with Cycles render?
@ninjagogetta Жыл бұрын
my grass is inverted how do fix
@ninjagogetta Жыл бұрын
nevermind
@Bloodsong13T Жыл бұрын
If you're coming in way late like i am, here's how you get this working... Follow the original tutorial up until he starts making an object for the grass particles (about 16 minutes): kzbin.info/www/bejne/i6G5YYR3bdGWbaM Then, add the Normal Node as shown in this video to the front of the Diffuse shader he added. You're supposed to duplicate the ground plane shader, and change it's shadow method from Opaque to None, and use that on the particles, but... i'm in 2.93.8, and everything is working fine (actually kinda better) just using the same material on the ground and the particles. Experiment. Thank you, Lance (and others), for all your hard work and experimentation with this!
@Luuzy6 Жыл бұрын
Great video! but for some reason I cant get the shadows to work, they also disappear when I put the stuff of the tutorial file into a new file and I have no clue why, does someone have an idea? Edit: Nvm, I figured it out but in case anyone else struggles with it: make sure you also have the right world shader stuff Edit No. 2: They work in the viewport but not if I render it? I tried to render it in Eevee and other shadows in the scene work but not the shadows on the ground, I'm not really proficient in Blender yet so any tips on how to solve this is welcomed :D
@parthsharma4016 Жыл бұрын
thank you so much man ! this was so helpful
@HampsterGirl2 жыл бұрын
Will you be doing more videos about NPR style stuff!!! 😍😍😍😍😍 I’ve been looking for npr style tutorials stuff like forever.(clouds,grass,water, trees) to name a few. You could be the channel that has every thing I need. If you do more videos actual tutorials.
@LanceBerylDev2 жыл бұрын
Thanks for the interest! I have a lot planned actually, made some big npr breakthroughs within Blender's limitations I haven't really seen replicated elsewhere. Been preoccupied with a big project however for the past.. two years now? Hoping to put that out sometime 2023, and follow up with a slew of concise tutorials as viewers have requested.
@HampsterGirl2 жыл бұрын
@@LanceBerylDev Cool 😀😀
@saiadin1002 жыл бұрын
I think that at the actual blender version this grass by hair particle doesn't work anymore
@v0nman2 жыл бұрын
If anyone understands how the particle systems use render as paths instead of objects and still have the grass shape instead of hair strands i would be eternally grateful for an explanation.
@LanceBerylDev2 жыл бұрын
Not _exactly_ clear on what you're asking, but it sounds like you want to know how "Render As Path" can be rendered with a visible/adjustable thickness. (Pretty sure I do cover that in this video here, but I haven't rewatched it in a while.) Go to the Render Properties tab, within that under the subtab "Hair" change "Hair Shape Type" from strand to strip. You can then return to the Particle Properties tab and modify the height in "(Particle) Emission" and the diameter root in "Hair Shape." Really been meaning to remake this tutorial with a better explanation, updated info/techniques, but I've been really preoccupied with a much larger project.
@v0nman2 жыл бұрын
@@LanceBerylDev hey thank you so much for the reply! I was finally able to work it out just a couple hours ago haha (you understood what i was asking perfectly btw). And this tutorial is great! The blend file setup is phenomenal. No need to feel too much pressure to remake this, I'm psyched to see what you've got in the works :)
@uboi95922 жыл бұрын
@@LanceBerylDev ty
@irlandareed2 жыл бұрын
I really love your video! thanks 💖❤
@sufy.r2 жыл бұрын
where is the tutorial starts at guy?
@AudireAstra2 жыл бұрын
Sadly dropbox no longer exists; would it be possible for you to upload a new link to the file?
@saiadin1002 жыл бұрын
Hey! I loved your video! When I create new objects and use the same particle system it doesn't work properly, for each object I have to reconfigure the particle system from scratch, why is that?
@LanceBerylDev2 жыл бұрын
Like different objects have different densities of particles? Yeah, that's just the shortcomings of Blender as far as I know, and to my knowledge there's no vanilla feature or plugin for particle distance culling, which is frustrating. You just have to copy the system to the new object and change the density relatively. You can also weightpaint the density so only specific areas of the scene have grass, and you can even sort of create a cull system with it, but it's not ideal.
@SplatMew2 жыл бұрын
I love you.
@paulwilson50262 жыл бұрын
Amazing.
@shadowsds51462 жыл бұрын
it works fine but is there a way to make it react to light coming from an emission object? it reacts well to light from a source like sun light or area light but when it comes to objects emitting light like a cube with emission shader, it just doesnt react to it. i am new to all these so please explain
@LanceBerylDev2 жыл бұрын
I think by default Eevee emission materials don't give off actual illuminance, but can with an irradiance volume, but this obviously is limited to the set volume space. You could also fake it with a point/area lamp in front of / place of the object. The big issue however is that this incarnation of my material only reacts to one individual and intensity of light. I've since developed a new material that works with multiple light sources and reacts dynamically to light colors, but I haven't made a tutorial on it yet as I've been preoccupied with a large project for the past.. year apparently. I'll try and get a tutorial out eventually, I don't know how soon cuz I'll need to rework the material a bit to work within most contexts.
@carso15002 жыл бұрын
@@LanceBerylDev we will wait patiently for that moment to come
@mikelgrenlou5582 жыл бұрын
It's strange but even with normal node the grass keeps casting shadows on itslef, and it look weird. Even if I open your project from gumroad the resual are exactly the same
@mikelgrenlou5582 жыл бұрын
Ok, I'm just dumb. Make sure "Shadow Mode" in your grass settings is set to "None" and in your Ground material to "Opaque" Sry
@notsoclearsky3 жыл бұрын
Did you just disappear?
@LanceBerylDev3 жыл бұрын
More like working on one big project for the past year to jumpstart my channel(s)
@studiosam55403 жыл бұрын
Does anyone know how to do this on maya?
@Deelusi3 жыл бұрын
the sleek definitely have a better facial read
@cranberryvodka70513 жыл бұрын
Unfortunately this method clashes with contact shadows. As soon as I turn them on everything is back at square one. But I don't want to leave them off because then the rest of my scene looks bad. Any suggestions?
@LanceBerylDev3 жыл бұрын
Um not sure why you would need contact shadows, though I don't know the full context of your scene, but yeah it does appear to force the grass particles into casting additional shadow data. I can only suggest you mess with the contact shadow settings, or the Cascaded Shadow Map settings. If you HAD to, you could render them in separate layers and then composite them back in, but I wouldn't know too much about that. I've already pushed pretty far respective to what Blender allows for this as is, but I'll let you know if I figure anything else out.
@cranberryvodka70513 жыл бұрын
Why I need them is an interesting question indeed :D Without contact shadows I sometimes have these weird artifacts of light leaking into areas where light shouldn't be. Every tutorial I looked up on it just said to turn the contact shadows on, so I always enable them by default. Never had problems with it until now, hence why I never bothered even looking into other shadow settings I experimented with it a little and it seems that for a smaller accent light close to other objects lowering shadow bias helps. Gotta play more with the flood light though. Thank you for the help (and for the original tutorial as well)
@tHEWONDERszs3 жыл бұрын
anyone else getting the issue where shadows aren't even showing up?
@tHEWONDERszs3 жыл бұрын
I figured it out, i needed to change the world settings like his and turn down the value on the hue saturation value node in the object shader
@tigris1153 жыл бұрын
How do I affect the distribution of the grass if I want thick/thin patches or taller/shorter grass?
@LanceBerylDev3 жыл бұрын
I think theres a "clump" option in particle hair settings
@giulianoscalamandre15553 жыл бұрын
is it usable in a game engine like Unity to make a big terrain?
@ShapeSquishYT3 жыл бұрын
I hope someone makes an actual tutorial out of this ...
@someone851283 жыл бұрын
I know this is a bit old but I managed to stumble on to this video. At 33:31 minute in the Base Ground Color/Texture frame if I use a mixrgb node after the colorramp it overrides the colorramp node and messes up all 5 of my grass colors. In order to fix this instead of a mixrgb node I used a brightness node and it work! Thanks for the video.
@astrobeef82313 жыл бұрын
Really nice tutorial, I was impatient to just see the latest method, but I'm glad I watched the whole thing. Learned a lot about shaders that I wouldn't have otherwise, and I wouldn't have understood how amazing it is at 26:05 when *it just works* lol. Thanks for all the knowledge, appreciate how much you put into this
@CoffeeCupandXul3 жыл бұрын
hey that works pretty nice! I checked out the file too, it was very useful in understanding what's going on. Thank you!