enyantiomer
@enyantiomer

so what, you dont ruin your phone screen by using isopropyl alcohol to help pry the spicy pillow battery from your phone? and then the IPA somehow doesnt end up inside the screen for you?

oh so you really dont thank the stars that your screen is LCD and not OLED, and then proceed to attempt to bake the liquid out of it?

its just me then?

edit:

for posterity, and to be clear, its not a good idea to use IPA with screens. its also not a good idea to put devices in the oven at such high temps. obviously my idea worked to a certain extent but the screen is still blotchy and will remain that way no matter how much i "bake" it. so, just to be clear, none of the ideas in this post are prescriptive, they are more of a guide on how not to do things. bye!



Cro
@Cro
making 3D scenes
raindrop rig

the raindrops from this little scene were the result of a buttload of experimentation. i wanted a single flexible rig for both raindrop and the ripple so I could just drop a bunch into a scene and swing them around into place as needed


even added a control for the raindrop's falling angle. not something i used in the final render as i'd decided i wanted the drops to fall straight down so it'd look like a still night, but hey, futureproofing

for the ripple side of it it's a silly overcomplicated rig, i think most traditional dedicated animators would hate working with it, but I wanted to play around and explore what could be done to stylise ripples using just flat meshes and movement.

was really keen to try out an idea i'd had, getting an overlaying set of "cutout" meshes to slide towards the center, over the lit ones, and was stoked to see some promising results as i mucked around with it


i worked at it a few hours and messed around til i found an effect i really liked, this large wavering rosette, but found it was just way too busy once the fish were added into the scene.

best solution was to just suck it up and start over making something smaller and shorter that wouldn't overwhelm the scene

eye rig

the eye highlight rig was super simple; flat white meshes that are constrained to average their rotation between the viewer camera and a typical old aim control for hand-animating





and seeing how it looks on Jazz the cat. his face and eyes had to be remodelled a lot to account for the highlights cutting through the mesh, but it was worth it.

for one thing the highlights really tied the look together, (this being a character designed to be mostly constructed of generously rounded geometric shapes and curved points). but as a bonus, with all that reworking the face, i got it to a place where i was way happier with the shapes and the direction it was heading in.



for the rest of the eye, it's just the UVs of the eye material being scrolled around, a technique i'd used previously after clearly forgetting what a pita it is to work with.

even whipped up an awkward panel for it, just to make it slightly easier to key, but i would absolutely not let anyone else suffer to use it.

scrolling UVs for shaders in unity? easy. for scaling pupils on a character rig in maya? ehhhh.

though i don't know who i'm kidding, i know i'm going to try it again in future, the result is so clean.