Big thanks for showing the first tip with the emission data. No idea how new this technique is, but for several years, I've put all emission elements into different render layers and rendered them out separately and then combined everything into the compositor. It could get complicated and messy quickly. Last time I used that method was just a couple of months ago. And now with this new way, it's going to change my way of adding glare to emission objects completely. Again, big thanks!
'Hue Correct' - great tip, that looks genuinely useful, because it targets specific colours in your scene, and doesn't just try to apply a blanket colour to everything, which is never going to look good. I'm pretty sure that denoising is the first post-render process that should be done, and everything else after it. It was, after all, designed to look for, and filter out noise from path traced images, but not to process 'effects' like bloom and glare. Those are effects which are created entirely in the compositor, and are not the result of a path tracing algorithm. One small detail about render output; I think it's worth remembering that the compositor is only as good as the data you give it, so render output needs to be of high quality, that means a minimum of 16 bit png, or perhaps 32 bit exr, which I think is the favoured format for video editors/compositors.
Do you know if there is anything new as far as rotoscoping maybe? an equivilent to automated roto like in AFter effects? I been waiting a long long time for it!
Hi there friend Before starting, thanks so much and ,i learn lot of from you 💖, My concern is when is come to cycle render , it take lots of time to render and cycle is the best way to get that real render, ( my spec is poor GTX 1650 ) So I am wondering first render the scene in evee and , second in cycle i can render the shadow and ,Ao effects separately as png images and combine the evee render image with the cycle shadow render and Ao render, with a grafic software like affinity or illustrator, I need to know can i do it , would be great if so , pls advice By the way Ao means ambient occlusion Thanks friend looking forward to your answer
What are you experiencing in regards to performance? Are some things more expensive than others? That where I’m at right now with my current project. Savings. Tips, tricks, coupons…
Hi everyone! Let me know if there's something you use the compositor for that I missed in the comments below! :)
Nice! it would be awesome to have chapters in such video
Wonderfully made!!!
Great reference as always. Sweet set of helmets you have!
Awsome stuff Justin. one of my top 5 channels for a good reason.
bro!! how many thank you can appreciate this great work? thank you man! mad tips in here
Big thanks for showing the first tip with the emission data. No idea how new this technique is, but for several years, I've put all emission elements into different render layers and rendered them out separately and then combined everything into the compositor. It could get complicated and messy quickly.
Last time I used that method was just a couple of months ago.
And now with this new way, it's going to change my way of adding glare to emission objects completely. Again, big thanks!
Glad you found something in there useful! :)
Thank you!
Being able to only have emitting materials glowing is so needed. thanks for upload
Hi Boss. Thanks for info.
Simply amazing,🔥🔥🔥
:)
Composition in blender is awesome.
'Hue Correct' - great tip, that looks genuinely useful, because it targets specific colours in your scene, and doesn't just try to apply a blanket colour to everything, which is never going to look good.
I'm pretty sure that denoising is the first post-render process that should be done, and everything else after it. It was, after all, designed to look for, and filter out noise from path traced images, but not to process 'effects' like bloom and glare. Those are effects which are created entirely in the compositor, and are not the result of a path tracing algorithm.
One small detail about render output; I think it's worth remembering that the compositor is only as good as the data you give it, so render output needs to be of high quality, that means a minimum of 16 bit png, or perhaps 32 bit exr, which I think is the favoured format for video editors/compositors.
Wonderfull!
Hello boss. Thanks for the info...
This is all new for me, so thank you sir!
very cool
WHOOats up, guys!
Gets me everytime 👌🏼
Do you know if there is anything new as far as rotoscoping maybe? an equivilent to automated roto like in AFter effects? I been waiting a long long time for it!
thanks
Unrelated: Please do video on Rotation W or the W Axes. Ran into this importing a *.glb today. Thanks in advance.
Damn i didn't know about Hue Correct, glad i clicked on this video.
niceeee
Hi there friend
Before starting, thanks so much and ,i learn lot of from you 💖,
My concern is when is come to cycle render , it take lots of time to render and cycle is the best way to get that real render, ( my spec is poor GTX 1650 )
So I am wondering first render the scene in evee and , second in cycle i can render the shadow and ,Ao effects separately as png images and combine the evee render image with the cycle shadow render and Ao render, with a grafic software like affinity or illustrator,
I need to know can i do it , would be great if so , pls advice
By the way Ao means ambient occlusion
Thanks friend looking forward to your answer
I have a gtx 1650 as well and I can render large complex scenes completely fine you might just need to check some of your render settings
Saturation is a Black and white Node, by itself
What are you experiencing in regards to performance? Are some things more expensive than others? That where I’m at right now with my current project. Savings. Tips, tricks, coupons…
Yeah definitely - denoising for example - I was leaving that one unhooked until I wanted to export my final result
(" they can mix things for creation on movie like heavy things")
What's with the cute dog in every thumbnail?
I wish glare was properly occluded like eevee. Seems like a important feature missing in cycles.
Learn about ray tracing and you won't have any questions
Oo O
(" i worried that mixed ")
(" i am talking about flims")