Digital art, photography, writing and horror.


[Tools]
Blender
GIMP
Olympus 4/3 Mirrorless OMD-MK-II Camera
Libre Office
Lack of Sleep


posts from @Gliz-Caldo tagged #blender

also: #blender3d

Sad to see this place go, I really liked Cohost for its simplistic design and minimalistic approach to metrics.

Felt like how websites were before: lacking any ads, and if something said was good and supportive it will be recognized genuinely and not influenced by visible numbers such as likes and reposts.

This place felt mature. Such qualify significantly lacking in other spaces.

For those who follow me here, I have other social media accounts. Bluesky is where my social posts will be made. Itaku is where I'll post my artwork and animations. For my blog-like posts talking about my experience with developing my projects and thoughts, I dunno where to put those.

Anyways, I've been working on some horror animations for the spooky season. I'll post them to Bluesky and Itaku, but Itaku has video support so the animations will be viewed there.

Bluesky = https://bsky.app/profile/gliz-caldo.bsky.social
Itaku = https://itaku.ee/profile/gliz_caldo

Edit:
Won't stop posting here just yet!
I'm sticking to here until the very end!



I'm sure every person who renders an animation in any program has hair-pulling frustrating moments when unexpected issues arrive. I've ran into an issue where colorful flares appear out of nowhere, despite the fact I never added a flare in the first place. Some research online suggest it has to do with graphics card drivers, the bloom, volumetric lighting or literally anything to do with making the lighting look convincing and good.

Yesterday I took time to figure out what problems I am having and research some solutions. For now I think I found a solution, but I will not know until all the renders are done... and there lies the headache.

When I edited and rendered videos for my stock footage and videos I used to make, I like to take notes on time and progress of the render to guestimate when the process is complete. This helps me better plan setting time aside to render stuff.

For the animation I'm currently working on, I have 6 separate shots for this 1 scene. More might be added if I feel it is necessary to do so.

I'm making each shot last for 600 frames and run at 30 FPS, so 20 seconds of footage per shot. Mind each shot I added a camera shake to give the appearance of someone looking at this scene from varying angles. Some shots are more erratic than others. The first shot is more "calm" with the camera shake, so it might be easier to render than the others.

At 300 frames I took note it takes 38 minutes to render, so I'd estimate 20 seconds of footage will take 76 minutes to render with all the objects and settings present in this animation.

With that said this is going to take me 456 minutes (7.6 hours) for 2 mins of footage. Wow. Wish I can batch my renders back to back automatically so I can do this on a workday and not my day off.

This is probably why 3D animation looks great, but takes forever to release. My newbie footage will take about the same time as a fulltime shift to acquire.

... or my rig is old as hell and needs an upgrade yesterday.

Anyways, off to Splatoon! BIG RUN TIME!



This upcoming month in September, I am going to start working on some projects using Blender and the video editor that's built-in to make some art pieces.

The idea is to make a "visualizer" to accompany a short story that'll appear on screen. I'll make a scene in Blender, animate the camera to move slightly or pan over the scene, while ambient music plays.

I haven't seen many do this sort of thing, but it sounds right to do. And maybe it's a way to feature some of my stories in an interesting way.

September Goals

  • Make unnerving and fitting ambient music.
  • Finish personal texture pack with custom normal maps.
  • Write short stories to go with the visuals.

October Goals

  • Upload at least 2 videos.
  • One video must be Halloween-focused.

November Goals

  • Upload at least 2 videos.
  • One video must feature a story outdoors.

Those are my most minimum goals for this project. So that way it doesn't interfere with my other projects like the game and some other stories I'm writing.

It might be nice to have someone narrate the story in the videos, short as they'll be. I'm no voice actor, although I have given it a try from time to time. Eehhh, we'll have to see. Leaning towards unlikely, but I have to give this a try and see where I can improve this particular format of storytelling.