DAMAGE CONTROL is OUT NOW! For earlybird pricing!
It's a bundle of never seen tools!
https://t.co/yWdVndm5JP
I'll be releasing it later on Superhive and also as separate tools after summer holidays.
#geometrynodes#b3d#procedural@Embrace_FX
New WoSX demo: interactive geometric deformation with Walk on Spheres!
Computes stochastic barycentric coordinates for detailed triangle meshes inside coarse cages, without tetrahedralizing the cage interior, then transfers interactive cage edits to the embedded geometry.
@Hazencruz@revenant_MMXX An entire data center with hundred millions of teraflops of performance and massive LLM size to generate AI videos in a few seconds cannot be compared to something a single artist does painstakingly in 2hrs. We hate AI slop, but truth be told people enjoy it more than human art
@TechSuperdudeBB@revenant_MMXX my focus is not the skybox but the halo ring. its a simple skybox which i color graded and tweaked the hues for to match threshold. if it was a serious attempt instead of a 2hr rush, i would've been able to recreate it faithfully.
@AMasterfoid@revenant_MMXX the low fidelity of the og combat evolved model was too obvious without applying some bloom here and there, didnt want to spend more time on postfx but I agree it's a bit rough.
@bangu_librarian@revenant_MMXX It is possible, but I might have to remake the entire model from scratch for that, and I don't have the time to spend weeks creating procedural nodes for the greebles on outer rim.
@revenant_MMXX I think it's more of a creative decision to go with that design rather than claiming they can't do it, I am quite sure they can. That being said, this is what I was able to achieve in just 2 hrs of revising the old combat evolved 3D model and creating a scene in Blender. No AI.