Project MakeCoolShit

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Re: Project MakeCoolShit

Postby Deuce Loosely » Sun Jul 26, 2009 9:47 pm

I can visualize most of this right away, but I don't have the anime titles necessary to pull this off. Otherwise,... :twisted:
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Re: Project MakeCoolShit

Postby CastielTheFallen » Mon Jul 27, 2009 8:41 pm

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Re: Project MakeCoolShit

Postby Brad » Tue Jul 28, 2009 2:03 am

It's called MAKE cool shit not remaster cool shit

oburn.
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Re: Project MakeCoolShit

Postby CastielTheFallen » Tue Jul 28, 2009 3:25 am

Brad wrote:It's called MAKE cool shit not remaster cool shit

oburn.

It's not REMASTER it's REINTERPRET

oburn.
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Re: Project MakeCoolShit

Postby blabbler » Tue Jul 28, 2009 11:31 am

krat?






krat...?







kraaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat?
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Re: Project MakeCoolShit

Postby Kristyrat » Tue Jul 28, 2009 12:02 pm

blabbler wrote:krat?






krat...?







kraaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat?


Been messing around with some caustics shit. But nothing really solid yet, and I dread trying to render out a fully animated sequence with all those lights/refractions.

Otherwise, motivation/inspiration has been a little dry. Need more prodding. Maybe if Brad would ever make something :nono:
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Re: Project MakeCoolShit

Postby blabbler » Tue Jul 28, 2009 12:22 pm

render-farm crippling stuff like that is all very well and good, but it's much more satisfying to find a solution in compositing that gives you 90% of the effect with 1% of the render hit. did you try using find edges on some naruto clips? a fine substitute, if i may say.


i would upload shit, but i've mostly been catching up on meps and all that, and as such can't share it here |:
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Re: Project MakeCoolShit

Postby lynit » Sun Aug 02, 2009 1:28 pm

I haven't seen much coolshit lately, so I'd thought I'd share some of mine.
http://senduit.com/5f11e7

:up:
<Stirspeare> Otohiko: You guys sure love dongs.
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Re: Project MakeCoolShit

Postby blabbler » Sun Aug 02, 2009 1:32 pm

er... :uhoh:
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Re: Project MakeCoolShit

Postby lynit » Sun Aug 02, 2009 2:34 pm

blabbler wrote:er... :uhoh:

I'm providing audio for your coolshit. GOTAPROBLEMWTIHTHAT?!
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Re: Project MakeCoolShit

Postby JudgeHolden » Mon Aug 03, 2009 11:41 am

I only make shit. Sorry. :book:
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Re: Project MakeCoolShit

Postby blabbler » Mon Aug 03, 2009 12:24 pm

i keep making stuff for this, but it always ends up more epic than cool :uhoh:
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Re: Project MakeCoolShit

Postby blabbler » Mon Aug 03, 2009 6:43 pm

ok, vaguely interesting thing. this isn't cool - just a problem i got around after much head banging.

http://tinyurl.com/ksjhaf

i'm using shiny floors in the MJ mep credits, and i have a number of particle systems that need to be reflected accurately in the floor plane with a roving camera. this took me bloody ages to work out, although the solution turned out to be pretty simple.

challenge (to brad and mitch, i suppose): can you work out how it's done? just used AE and particular.

:twisted:
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Re: Project MakeCoolShit

Postby Niotex » Tue Aug 04, 2009 1:15 am

I can't check right now because I'm on my backup. Also you're cheating by using Particulair 2.0.

Anyhow there are 2 ghetto idea's that might work that I can think off without opening AE. One of them is simply flipping the precomp upside down and then flip it 180 degrees horizontally as well. Then tossing a adjustment in between the 2 partical systems with a gaussian blur. The other would be more of a gamble but invert the gravity and have another partical system drop the balls upwards rather then downwards. Also rotating it 180 degrees horizontally for the emitters to be on the right axis'. Anyhow I'm going with the first one.

Edit]Hell I even thought of a third which is shooting it from 2 angles with a camera and then meshing those 2 camera angles together.[/Edit

Also This would be a lot easier with anything non partical related. As particals don't make for a fully controllable environment. Also on that note I fucking blow with Particulair/Form or anything partical related so this would be a shallow win D;
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Re: Project MakeCoolShit

Postby blabbler » Tue Aug 04, 2009 2:11 am

:D

mitch wins, 2 cameras.

if you flip the 2d precomp, the reflection will only work in one plane, so it fails where the camera isn't stationary or the particles move toward or away from the camera.

i spent ages trying to run the particles upside down - reversed gravity, flipped world, etc. i couldn't make it work because i can't find a way to mirror the simulation. if you scale the layer or make the layer 3d you lose camera interaction with particular. if you flip the simulation upside down or reverse gravity in particular, the emitter orientation will not be mirrored, although you can rotate the world/emitter as much as you like.
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