Discover and read the best of Twitter Threads about #b3d

Most recents (24)

Here is a selection of the *coolest* 3D maps and map-like worlds I've seen on Twitter in the past months. Wonderful dynamic, interactive, static, creative or artistic visuals. #Dataviz #3dMap #GIS #3D #Cartography #GISchat 1/23🧵⬇️
Thomas Kole | @ThomasKoleTA 's stunning realistic 3D model of Tenochtitlan capital of the Aztec Empire (now Mexico City) made in #blender using #geometrynodes. Stunning water, clouds & details. #b3d #CDMX 2/23 🧵
Craig Taylor | @CraigTaylorViz 's mesmerizing ship data animation of the Gulf of Mexico. Made in #Cinema4D, with pleasant colours and satisfyingly well-made animation and light reflections. As always impressive work. 3/23 #3dmaps
Read 22 tweets
👁👄👁 Eye Dart Animation Tip!

⏩ Eye darts are a great way to add life to an otherwise still moment.

They convey that the character is alive and thinking. When animating eye darts, keep in mind these simple pointers... (1/5)🧵👇👇👇
#b3d #animtip #blender3d #animation #anim
Quick and Snappy!

👉 The dart should happen over 1 frame, or you can add a 1 frame ease close to the new position (it should be barely noticeable). If the eye is traveling a large distance, you can add a smear frame like in this animation of Dolores from Encanto. (2/5)🧵👇👇👇
📐 Natural: Irregular in timing/spacing/shape
The goal is to make the motion believable.
Make sure the timing between the darts is not the same and the eye doesn’t travel the same distance every time. Have an irregular triangle or rhomboid shaped path! (3/5)🧵👇👇👇
Read 5 tweets
Here's the render of the #geometrynodes tree! Will add some node screenshots and maybe some explanations as well. #b3d
First a basic node group. It takes a Curve Line and attaches two more Curve Lines on the End Point of the original. See for more! Image
Since we don't have a way to iterate in a easy way we just chain a bunch of L-System Groups one after another. I vary rotation and scale and calulate the curve radius. I chained 5 Iterations together. So I can iterate in steps of 5. This makes it a little easier later. Image
Read 4 tweets
Shader-only black hole effect #b3d
Sort of mini breakdown:
- first layer is the base distortion
- adding a reflection-mapped hdri for the stars
- ray-sphere intersection for masking the center
- ray-plane intersection for the disc
- disc has a radial voronoi texture,
- which is masked with the inner sphere intersection
- and then added to the rest
- final layer is a basic glowy halo from fresnel
Read 7 tweets
✨Making realtime volumetric effects with raymarching

A thread 🧵
#blender #b3d #Blender3D
So what exatly is raymarching, and why should I care?

Essentially, raymarching is a mind-bogglingly simple method for rendering 3D surfaces based off of a greyscale texture.
To get a better idea of what's going on here, lets look at an example in 2D.

Every "step", the point checks how far it is from the nearest surface, and moves in a given direction based off that distance.
The more steps, the closer the point gets to the actual surface.
Read 21 tweets
Looking for Blender training or support? Ask your local Adesk/Maxon/Foundry centers - they're in need of business and will happily include Blender nowadays.
(My two #b3d cents)
Yes this is serious, and based on connections I have. After all it's not about the program, it's about the skill of being a good trainer, teaching people how to express creative ideas.
Let training centers know if you look for Blender training. They'll appreciate it.
It's a nice expansion of their business to teach open source tools in general. No permissions or authorization or exclusivity contracts needed.
Read 3 tweets
How to make convincing (and fake) caustics in #b3d!

#Blender3D #blender
Step one: Get a texture!

Any image or procedural texture works fine for this. Keep in mind that tileable textures will yield a much nicer result (if you are using an image texture).
I found that this image from OpenGameArt works quite well:… Image
Step 2: Animation!

While the texture I found does happen to already be animated, animating it procedurally is quite simple and allows for much more control.
To begin, lets get the cosine and sine of our frame number and combine those two values into a vector like so: Image
Read 14 tweets
How A Log Market Scoring Rule Works thread

i was gonna do this at some point, now seems like a good time

if you're not familiar with prediction markets in general, see this quick reply thread i just did with an overview

a log market scoring rule implements the market part of a prediction market. it's great because it's automated & always liquid

to quickly recap, the first piece of a prediction market is a "conditional ATM"

you put in regular money, and it prints out "conditional money"

e.g. for a single yes/no event, you can put in $1 of regular money and get out both Y$1 (worth $1 if "yes") and N$1 (worth $1 if "no") illustration of "conditional ATM" which takes in $
Read 16 tweets
3D maps can look complex & difficult to make…
Here are 12 humans who proved to me that 3D is not out of reach:
Different tools, many styles... all fantastic: 1/14🧵 #dataviz #3dmaps #gis
Graig Taylor | @CraigTaylorViz: Legendary 3D maps made in #Cinema4D. Not only gorgeous maps but also perfectly animated worlds. His maps cannot be unseen. Clearly a #3dmap guru. #GIS #dataviz 2/14
Tyler Morgan-Wall |@tylermorganwall devlpr of the incredible R libraries #rayshader and #rayrender adding features & tutorials for free at an incredible pace: a *true treasure* for the #rstats #3dmaps & #3dviz world. A must-follow for 3d #dataviz. 3/14 🧵
Read 14 tweets
thank you for the all the love on my mapo tofu 😖✨
here's the breakdown of the shaders
I hope it helps 🌼
#b3d ImageImage
1. For the sauce / soup, the basis is glass shader layered with some glossy shaders. You can add more glossy shaders and vary their roughness and ramps to get more detail and variety.
Don't forget to turn on backface culling, ssr, and set blend mode to alpha hashed. Image
2. The edge glistens on the sauce is achieved using noise texture that's scaled from the center of the soup. The drawback from this technique is that it's static, i.e. the shines won't follow the geometry. Image
Read 6 tweets
Physically-based car headlights in Blender. This method is made for Eevee because refraction and reflections in a single material do not interact nicely.
Here is a breakdown of the classic reflector/refractor headlights. If you want to know more, follow the🧵
Let's start with the reflector - the shiny chrome part behind the glass.
Modelling it accurately is rather important, especially if you plan to have the headlight turned on. @KarolMiklas has done sublime work on those! Even for a low-poly car, the normals are silky smooth!
And here's why an accurate model with a nice topology is important. I put a 50-watt "bulb" where it should be in reality. Viewed off-axis, the headlight barely is shining, but once I look head-on, the light is very concentrated. Really cool to see it work in Blender so well!
Read 9 tweets
Hi there!
Let's talk about #Nodevember, burnout, and making things for yourself.

🧵 🔽
A little context for what @NodevemberIO is, for new followers or readers outside the #b3d community:

It's a monthly challange much like Inktober, where 3D artists use node trees (similar to visual coding) to take simple objects and transform them to create unique artworks.

There's an emphasis on math, logic, and an intense amount of thinking involved with node trees, a different caliber of effort compared to 2D artist workflows (we'll get back to this later).

Read 39 tweets
Working on a video about displacing/bump/normal mapping Generated Normals. Will still be a few days because its really complicated >_<
If anyone can explain Surface Gradients in layman's terms, or knows how to do something like dFdx in Eevee nodes, it'll go faster 😬
#b3d #bnpr
Okay that ended up taking AGES to figure out. But I now have working (mostly) Normal and Bump map groups that can take any input Normals and tangents, which means they can work on Generated Normals, which means I can now move ahead with the project and next video...
#b3d #bnpr Image
Eevee and Cycles not having access to dFdx/dFdy, or any option to run GLSL expressions, is a giant hassle. The good news is that, in the process of figuring all this out, I've learned a lot of GLSL and will be able to do this stuff properly in Malt soon. #b3d #bnpr
Read 28 tweets
How to perfectly blend @FlipFluids with the Ocean modifier without any compositing, displacement baking, weight painting or others complicated wizardry. @ArtellBlender #b3d #blender

Read below & share !
Step one :

Bake some splashy fluid sim (objects falling in water, ect...) Image
Step two :

Use a Lattice modifier to squash the border of the simulation. Borders should be flat. Subdivide your lattice to something as 12*12*12 and scale the borders of the simulation so that it is now a plane. Your fluid sim will now ''transition'' to the flat borders. Image
Read 11 tweets
I want to share how I gave shape to these stairs 🛕
Please give feedbacks! How would have you done it?

⬇️ thread
#gamedev #3dmodeling #b3d ImageImage
There's no normals nor displacements, just a good seamless texture, UVs and vertex tweaking ✨ ImageImage
First create a fine texture, chose the scale of your details, and iterate on UV layout 🏁

(It's ok for me to spend time painting, but "art is always stealing" or watev🧑‍🎨) Image
Read 11 tweets
Now, let me tell you one of the secrets for a fine looking water surface. And it has nothing to do with the water itself! It’s the environment.
From visual aspect, water is a reflection and refraction of surrounding objects, so a good looking sky is where you should start. #b3d
(This is my attempt for clickbaity advertisement)
So you want skies like image above? Buy ‘Physical Starlight and Atmosphere’ addon for Blender and support two brothers, entrepreneurs @_karlisup and me. We call ourselves @PhysicalAddons.
more info:…
This is going to be another rant about water rendering.
Topic - water surface shading.
Not about geometry and not underwater ‘volume’. Just the thin border separating the two worlds.
Read 12 tweets
Smooth transition from air to underwater in Blender(work in progress). I’ll do a thread because not often I see it done right in CG.
I teach things like these in art college. I guide my students through the analytical process of dissecting the effects of physical lighting and materials.

So there are several concepts you have to understand that will let you create the water transition effect convincing. Image
First concept - we have to imagine that our Blender camera is actually a real camera. Camera has a sensor, lens assembly and most importantly - a waterproof housing.
(Image source - Outex) Image
Read 15 tweets
Experimenting with different ways to fake, generate, and influence normals. This UV based method works, but would take ages to get clean by hand. Need a way to generate this gradient cleanly and with some controls that aren't so fiddly.

#b3d #blender3d #bnpr
Figured out a way to use Object Coords instead of UVs. Now the cheeks work well, but I killed the forehead curvature. Only Y is being changed right now. X and Z are just sphere coords. They'll need some shaping too. #b3d #blender3d #bnpr
If you really want to understand your Normals, look at them with steps. The shapes you see are the shapes of toon shading you'll get from light in that area. If you rotate a sun lamp on just 1 axis, as the terminator hits that area, it'll look like that. #b3d #bnpr #Blender3d
Read 16 tweets
"I was a failed god. Goodbye..."
Trying something a little different to my usual style with Lineart/Grease Pencil in #b3d. No strokes were (manually) drawn in the making of this image :^)
The shading is very minimal, it's just a bayer matrix dithering thing and some gradients slapped on stuff lol. ImageImageImage
The inspiration is chapter 39 of shoujo shuumatsu ryokou. The one with the elevator AI, that (aside from the last few chapters) is probably the one that left the biggest impression on most people, me included. ImageImageImage
Read 6 tweets
Geometrynodes quick tip! Wanna destroy your edges? Add some crease, use that crease to distribute points. Points to Volume, Volume to mesh. Make scale randomized. Booleon with the original mesh and done ! #geometrynodes #b3d
happy friday! Keep your trees clean. Image
if you want to have different material on the edges you need to shade smooth and have the edge material first. Then use the original smooth faces to assing the orinal material for the mesh. Image
Read 3 tweets
100% procedural Geometrynodes wings. Also wip. Made from 2 curves. #geometrynodes #b3d #blender3d
Before anyone notices I did correct the anatomy during night cause I couldnt get sleep. Still need to figure out the wind edge shape. Image
Procedural wing part 2. Started from scratch. Still not satisfied. Gotta do it third time to get it right. But easy to control with 2 sliders ! Automatic gliding when flapping is turned off. #geometrynodes #b3d
Read 3 tweets
Blender foliage tips! (1/3)

Use a curve modifier for nice organic curves + extra depth

#b3d #gameart
Make sure your leaves never disappear from a certain angle. Besides rotating you can use a Simple Deform or Displacement modifier (2/3)
And last but not least you can use an Array modifier w/ object offset to quickly distribute leaves!
More details on this here:

Read 4 tweets
Galaxy Popsicles :D
I have once again made shaders inspired by @bobacupcake's beautiful work
Video from before I tweaked the colors a bit but they run realtime in eevee perfectly smoothly.

No volumetrics, just a surface shader.
High quality still bc twitter compression :/ Image
Read 3 tweets

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