@meme_blend You can check it out — there’s a guy on YouTube who made a free add-on that lets you render with DLSS. I tried it myself, but honestly, it didn’t work that well for me. Even with an RTX 5080, the scene would sometimes completely freeze, so for now I’m sticking with OptiX.
First character animation test—rigging, hair, and cloth simulation, all in one clip! (ノ���ヮ◕)ノ*:・゚✧
I can still spot a few issues with how the clothing behaves, but I’ll get them sorted before the next video! (ง •̀ᴗ•́)ง
I ended up returning to a Marvelous Designer workflow because it gave me more predictable results. Self-collision is also a huge advantage over my former Blender Geometry Nodes cloth setup, which still needs some work.
Masayoshi Yamazaki — One More Time, One More Chance
#3DAnimation #CharacterAnimation #MarvelousDesigner #Blender3D #ClothSimulation #CharacterRigging #3DArt
I’ve set it up to use as few pins as possible. Right now, the only pins are around the crotch to keep the pants where I want them, since the pins get reset whenever I add an avatar.
Aside from having to place the pins again each time, I just export the animation to Marvelous Designer as Alembic, run the simulation, and export it back as USD. That way, the animation updates immediately in Blender.
I wouldn’t say it’s fast, but I don’t know of a better solution yet. I’d really like to simulate the cloth directly in Blender, but I ran four different tests, and this workflow gave me the most stable results for what I need.
First character animation test—rigging, hair, and cloth simulation, all in one clip! (ノ◕ヮ◕)ノ*:・゚✧
I can still spot a few issues with how the clothing behaves, but I’ll get them sorted before the next video! (ง •̀ᴗ•́)ง
I ended up returning to a Marvelous Designer workflow because it gave me more predictable results. Self-collision is also a huge advantage over my former Blender Geometry Nodes cloth setup, which still needs some work.
Masayoshi Yamazaki — One More Time, One More Chance
#3DAnimation #CharacterAnimation #MarvelousDesigner #Blender3D #ClothSimulation #CharacterRigging #3DArt
First character animation test—rigging, hair, and cloth simulation, all in one clip! (ノ◕ヮ◕)ノ*:・゚✧
I can still spot a few issues with how the clothing behaves, but I’ll get them sorted before the next video! (ง •̀ᴗ•́)ง
I ended up returning to a Marvelous Designer workflow because it gave me more predictable results. Self-collision is also a huge advantage over my former Blender Geometry Nodes cloth setup, which still needs some work.
Masayoshi Yamazaki — One More Time, One More Chance
#3DAnimation #CharacterAnimation #MarvelousDesigner #Blender3D #ClothSimulation #CharacterRigging #3DArt
First character animation test—rigging, hair, and cloth simulation, all in one clip! (ノ◕ヮ◕)ノ*:・゚✧
I can still spot a few issues with how the clothing behaves, but I’ll get them sorted before the next video! (ง •̀ᴗ•́)ง
I ended up returning to a Marvelous Designer workflow because it gave me more predictable results. Self-collision is also a huge advantage over my former Blender Geometry Nodes cloth setup, which still needs some work.
Masayoshi Yamazaki — One More Time, One More Chance
#3DAnimation #CharacterAnimation #MarvelousDesigner #Blender3D #ClothSimulation #CharacterRigging #3DArt
First character animation test—rigging, hair, and cloth simulation, all in one clip! (ノ◕ヮ◕)ノ*:・゚✧
I can still spot a few issues with how the clothing behaves, but I’ll get them sorted before the next video! (ง •̀ᴗ•́)ง
I ended up returning to a Marvelous Designer workflow because it gave me more predictable results. Self-collision is also a huge advantage over my former Blender Geometry Nodes cloth setup, which still needs some work.
Masayoshi Yamazaki — One More Time, One More Chance
#3DAnimation #CharacterAnimation #MarvelousDesigner #Blender3D #ClothSimulation #CharacterRigging #3DArt
First character animation test—rigging, hair, and cloth simulation, all in one clip! (ノ◕ヮ◕)ノ*:・゚✧
I can still spot a few issues with how the clothing behaves, but I’ll get them sorted before the next video! (ง •̀ᴗ•́)ง
I ended up returning to a Marvelous Designer workflow because it gave me more predictable results. Self-collision is also a huge advantage over my former Blender Geometry Nodes cloth setup, which still needs some work.
Masayoshi Yamazaki — One More Time, One More Chance
#3DAnimation #CharacterAnimation #MarvelousDesigner #Blender3D #ClothSimulation #CharacterRigging #3DArt
There are still some animation jitters here and there, and I’m still figuring out the best way to get rid of them (╥﹏╥)
I’m using a Lattice to bend and guide the hair around objects without forcing the physics sim to do all the heavy lifting. On top of that, there’s a mesh simulated as cloth that drives the main flow and larger hair masses. Then I have separate strands running through Geometry Nodes, simulated individually with actual physics. And for the tiniest flyaway hairs, I’m using a bit of fake noise/displacement so they still react visually to movement and subtle wind without making the whole setup ridiculously expensive.
#Blender #Blender3D #GeometryNodes #HairSimulation #HairDynamics #3DCharacter #CharacterArt #3DAnimation #CGI #WIP #Juni
A small preview of the interior for Juni, which I’m working on together with Dianna Shvychenkova — https://t.co/58VbsrR9B0
I’ll show and talk more about the interior itself later, but for now I wanted to share one small thing I’ve been enjoying while working on it.
I recently got Sky Paint — https://t.co/go1OoS9WFb — and it ended up fitting the look I’m going for surprisingly well.
It’s been really useful for quickly trying different times of day, cloud shapes, nebulae, and changing the overall mood of the scene without putting a heavy load on the computer or noticeably slowing down the viewport.
Still experimenting with it, but so far I’m really enjoying how naturally it fits into Juni’s visual style. ( ´ ▿ ` )
#Blender #Blender3D #3DArt #EnvironmentArt #Stylized3D #DigitalArt #CGArt #Juni #WIP #SkyPaint
Yeah, I see what you mean, thanks! :) It just looked pretty similar to me.
I checked out some of your other work too, and your clouds are absolutely insane! Would you mind if I asked you a few questions about the technical side of things in DMs? I don’t want to bother you, of course — only if you don’t mind! (´▽`ʃ♡ƪ)
There are still some animation jitters here and there, and I’m still figuring out the best way to get rid of them (╥﹏╥)
I’m using a Lattice to bend and guide the hair around objects without forcing the physics sim to do all the heavy lifting. On top of that, there’s a mesh simulated as cloth that drives the main flow and larger hair masses. Then I have separate strands running through Geometry Nodes, simulated individually with actual physics. And for the tiniest flyaway hairs, I’m using a bit of fake noise/displacement so they still react visually to movement and subtle wind without making the whole setup ridiculously expensive.
#Blender #Blender3D #GeometryNodes #HairSimulation #HairDynamics #3DCharacter #CharacterArt #3DAnimation #CGI #WIP #Juni
There are still some animation jitters here and there, and I’m still figuring out the best way to get rid of them (╥﹏╥)
I’m using a Lattice to bend and guide the hair around objects without forcing the physics sim to do all the heavy lifting. On top of that, there’s a mesh simulated as cloth that drives the main flow and larger hair masses. Then I have separate strands running through Geometry Nodes, simulated individually with actual physics. And for the tiniest flyaway hairs, I’m using a bit of fake noise/displacement so they still react visually to movement and subtle wind without making the whole setup ridiculously expensive.
#Blender #Blender3D #GeometryNodes #HairSimulation #HairDynamics #3DCharacter #CharacterArt #3DAnimation #CGI #WIP #Juni
There are still some animation jitters here and there, and I’m still figuring out the best way to get rid of them (╥﹏╥)
I’m using a Lattice to bend and guide the hair around objects without forcing the physics sim to do all the heavy lifting. On top of that, there’s a mesh simulated as cloth that drives the main flow and larger hair masses. Then I have separate strands running through Geometry Nodes, simulated individually with actual physics. And for the tiniest flyaway hairs, I’m using a bit of fake noise/displacement so they still react visually to movement and subtle wind without making the whole setup ridiculously expensive.
#Blender #Blender3D #GeometryNodes #HairSimulation #HairDynamics #3DCharacter #CharacterArt #3DAnimation #CGI #WIP #Juni
There are still some animation jitters here and there, and I’m still figuring out the best way to get rid of them (╥﹏╥)
I’m using a Lattice to bend and guide the hair around objects without forcing the physics sim to do all the heavy lifting. On top of that, there’s a mesh simulated as cloth that drives the main flow and larger hair masses. Then I have separate strands running through Geometry Nodes, simulated individually with actual physics. And for the tiniest flyaway hairs, I’m using a bit of fake noise/displacement so they still react visually to movement and subtle wind without making the whole setup ridiculously expensive.
#Blender #Blender3D #GeometryNodes #HairSimulation #HairDynamics #3DCharacter #CharacterArt #3DAnimation #CGI #WIP #Juni
There are still some animation jitters here and there, and I’m still figuring out the best way to get rid of them (╥﹏╥)
I’m using a Lattice to bend and guide the hair around objects without forcing the physics sim to do all the heavy lifting. On top of that, there’s a mesh simulated as cloth that drives the main flow and larger hair masses. Then I have separate strands running through Geometry Nodes, simulated individually with actual physics. And for the tiniest flyaway hairs, I’m using a bit of fake noise/displacement so they still react visually to movement and subtle wind without making the whole setup ridiculously expensive.
#Blender #Blender3D #GeometryNodes #HairSimulation #HairDynamics #3DCharacter #CharacterArt #3DAnimation #CGI #WIP #Juni