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Quickly Add Dust in Blender

🕑 Added 2020-10-08 08:03:19 +0000 UTC
Quickly Add Dust in Blender

Comments

I'd love to see some lens emulation post workflow such as accurately doing lens imperfections like in the fringing/distortion or anamorphic etc.

aRANDOM

Thank you Ian! You are a great inspiration. And your videos are so fun to watch, that focussing, and thus learning is easier.

Heru Odyssey

I think I found what I was looking for.

Nicolas Spitalier

Yessss!!!

Kai Christensen

It was a post move, the camera was locked down because my greenscreen room is too small to move the camera around much lol. Thanks for taking the time to watch it, I really appreciate the feedback!

Ian Hubert

AH! Kai! That's so cool! I love all the setup (and the vertical format :D) Was the camera actually moving in the final shot, or was that a post-move? It looks great!!

Ian Hubert

Oh hey! That's VERY cool!! Thanks for sharing that!!

Kai Christensen

Hey, Ian! I spent a couple weeks working on a 1-minute short film with a big VFX shot at the end. Used everything you've taught me here over the past six months. Just wanted to say thank you so much, you've really opened up a whole world of filmmaking possibilities for me! I eagerly anticipate making my next short now :) If you feel like it, I'd love to hear what you think: https://youtu.be/1HA8dbROeJM

Hi Ian, your post inspired me to have another go at making a procedural dust nodegroup. It can coat a surface uniformly or create areas where the dust is touched by using vertex paint. If anyone wants to use it, you can download it free on gumroad. https://twitter.com/BlenderUnit/status/1315290824482136064?s=19

Yeah this feels like a thing I have the least experience in.

Thanks as usual Ian, this tut is the first time I've actually began to understand how normals work!

Daniel Hause

Those poor rear elements

The dust on the lens nearly killed me😫

shonal bose

Ian worldbuilding and kitbashing and final comp ......would love to see.....

Greg Beaudry

Yes! Do you do any color balancing or use and special LUTs? Would that be more of a Premier thing rather than a blender thing?

Ian Hubert

Yeah! I've talked about it a bit, but I should do one more in-detail. That said, compositing can cover a lot of different stuff; is there anything specifically you're curious about?

Ian Hubert

Ooo- if you're recommending it, I suspect it would be!

Yes, would love to see some of the render-post workflow.

Paul and Anna Spooner

Your control system works, but wouldn't it be simpler to use a "multiply" on the factor?

Ian, could you please do compositing tutorial in the future? I really like your film looks

Thanks Ian! This is really useful.

WOOAWWWW

Karribu

Ian, unrelated question but I have to know. Is dynamo dream connected to the dynamo series you've been doing so far? And when is it likely to be released?

Ian Hubert

They're really useful! You can also append any groups you come up with into other projects, if you want (though I never remember to do that- I always seem to make the same node groups from scratch over and over :P )

Petteri Valtiala

This is nice! Also thanks for those node group tricks, I haven't really used them for...anything yet, but this macro control stuff def makes me see the usefulness more.

Ian Hubert

Ah yeah thanks for the tip! I've always been scared of displacements, because I'm always a bit afraid of all the new geometry it adds, but I think I'm missing out on some really cool tools because of that.

Carter Burr-Kirven

Fun for snow and sand and moss, too! I even tried some displacement stuff once to get the snow to "pile up" on top of the objects. I imagine you already know this, but just in case, or if anyone down here in the comments wants to know, you can also use object-space normals instead of world-space normals if you do want the dust stuck to the surface! The Normal input from Texture Coordinates is object-space, and you can also do a Vector Transform on normals from anywhere else to get them into object space—there's like 5 or 6 places you can get normals in the shader editor.


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