Deep in the long ambush of heat death is the final planet below the final star. A dead place where the last vestiges of animation are ideas of hierarchy and power, existing solely as energies emanating from ancient monuments.
Ideas that, without anybody to observe them, are deteriorating into psychic effluvium.
Redoing this scene was an adventure in rayleigh scattering. There's a subtle noise driving some cloud movement too, if you look closely enough.
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#b3d #space #3dart #blender #planet #atmosphere
πππ€
Background for a Depeche Mode experience event.
The background follows an empty object parented to the skull using a 'copy location' object constraint. But it only mirrors the X axis. It's a lot easier than key framing or going nuts with some kind of sine wave driver.
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#b3d #3dart #motiongraphics #primate #history
Greif in Desert
Animation loop for a recent poster. Again, color adjustment was done in photoshop, then exported as a LUT for the final composite in AE. Who doesnt love those PS gradient maps?
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#b3d #aftereffects #3dart #motiongraphics #desert #griffon
Pyramids
Animation from the Black to the Future poster for the big π§ β‘'s at @decolonizedmindz + @itsdsquare who came up with this concept.
Credit given where credit is due.
Color correction was done in Photoshop, so how do you easily recreate it in After Effects? Export a LUT and apply it to the footage. Simpler than I expected it to be.
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#b3d #aftereffects #3dart #motiongraphics #pyramids #animated
Bonescape lakes
Landscape heightmaps and albedo are from Gaea then animated in Blender/AE.
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It's relatively easy to make tileable terrain. Gaea has a tiled terrain export option that blends the edges. Then, in Blender, use multiple instances of the same textures at different scale/rotation and mixing them with some procedural masks, you can get some really interesting infinitely tiling terrain with zero repetition.
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Gaea has a mutation option in export. You can choose how many times you want a terrain iterated when exporting these maps. The program then randomized all the seeds in every node. So you end up with more different of the same terrain, if that makes amy sense.
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The problem is that high contrast renderings are relatively noisy in Cycles. So instead of using the default denoiser, take it to the compositor. It's a little more work, but exposing and mixing every render pass manually means you can isolate and mask out problematic fireflies (in this case, the surface of the water had fireflies that were so bright, they would completely annihilate the water shader in the final render.
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#b3d #aftereffects #quadspinnergaea #terrain #3dart #scifi #planet