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Pau Homs
Spain
Приєднався 21 жов 2011
3D nerd. Passionate about CG lighting, art, and FOSS. Welcome! :D
STYLIZED DEPTH OF FIELD IN COMPOSITING - Blender compositing for NPR Part 3
Stylizing how your backgrounds loose information when they get out of focus is key for NPR. And that's for sure a compositing task! In this chapter we cover the different nodes that can be used to defocus in compositing, the math behind the depth of field effect and how to achieve some crazy stylized DOF effects. Enjoy!
Download the "Depth to DOF" node!
2181114176999.gumroad.com/l/depthtodof
Find me here! ;)
- Instagram: homspau
- Twitter: homspau
- Bluesky: bsky.app/profile/homspau.bsky.social
- Linkedin: www.linkedin.com/in/pau-homs-6a40611bb
- Artstation: www.artstation.com/homspau
Timestamps
00:00 - Introduction
00:55 - References
02:45 - The Defocus node
03:38 - The Bokeh Blur node
05:11 - The Kuahara node
05:41 - The Bilateral Blur Node
08:42 - Shader AOVs
12:08 - Depth pass to DOF effect
18:40 - Kuahara based DOF
19:38 - Bilateral based painterly DOF
23:21 - Closing thoughts
Download the "Depth to DOF" node!
2181114176999.gumroad.com/l/depthtodof
Find me here! ;)
- Instagram: homspau
- Twitter: homspau
- Bluesky: bsky.app/profile/homspau.bsky.social
- Linkedin: www.linkedin.com/in/pau-homs-6a40611bb
- Artstation: www.artstation.com/homspau
Timestamps
00:00 - Introduction
00:55 - References
02:45 - The Defocus node
03:38 - The Bokeh Blur node
05:11 - The Kuahara node
05:41 - The Bilateral Blur Node
08:42 - Shader AOVs
12:08 - Depth pass to DOF effect
18:40 - Kuahara based DOF
19:38 - Bilateral based painterly DOF
23:21 - Closing thoughts
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Відео
SPIDERVERSE-ISH COMPOSITING IN BLENDER - Blender Compositing for NPR Part 4
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Lay back, grab a cozy drink and let's comp. I'm doing my best to recreate compositing effects from "Spiderman: Into the Spiderverse" in a way that's entertaining and as simple as possible. This includes a comp based atmosphere effect, character flattening, screen space textures and the famous spiderverse defocus. Enjoy! Find me here! ;) - Instagram: homspau - Twitter: ...
3D TO 2D ANIMATION - Blender Compositing for NPR Part 2
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Making a 3D to hand drawn 2D animation compositing setup in Blender 4.3! Along the way learning about alphas, light passes, filters and compositing based lines. All realtime in the viewport compositor! Find me here! ;) - Instagram: homspau - Twitter: homspau - Linkedin: www.linkedin.com/in/pau-homs-6a40611bb/ - Artstation: www.artstation.com/homspau Timestamps 00:00 - ...
THE BASICS - Blender Compositing for NPR Part 1
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Unlock the power of Blender's multipass viewport compositing by understanding the basics of the compositor. Plus how to make an one node painerly style! Find me here! ;) - Instagram: homspau - Twitter: homspau - Linkedin: www.linkedin.com/in/pau-homs-6a40611bb/ - Artstation: www.artstation.com/homspau Timestamps 00:00 - Intro 02:00 - Setting up the Viewport Compositor ...
Blender Compositing for NPR - Free course trailer
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Although it's often overlooked, compositing is essential to any stylized animated production. And now, with blender 4.3, we can composite in the viewport with everything we need to art direct our visuals. Learn all about NPR compositing in this free course! Find me here! ;) - Instagram: homspau - Twitter: homspau - Linkedin: www.linkedin.com/in/pau-homs-6a40611bb/ - Ar...
How Are Eyes Made in Animated Movies? | Blender Tutorial
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Eyes are the most powerful aspect of an image and with great power comes great responsibility. The artwork for the miniature is heavily inspired by various frames of Pixar's Lightyear and features the free "Rain" character rig by the Blender Studio with a modified lookdev as well as some assets from Ian Hubert's Patreon. Find me here! ;) - Artstation: www.artstation.com/homspau - Instagram: ins...
CYCLES LIGHT COMPONENT SLIDERS! (yay!)
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Download my "Light Components" node on Gumroad FOR FREE: 2181114176999.gumroad.com/l/ukctb Tweaking a light's components separately can help a ton with fine tuning a render!
Pau Homs i Farré - Lighting & Compositing Demo Reel 2022
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Hello! Pau here! Hello! I'm so proud to present my lighting demo reel after finishing my degree in Animation & VFX. I'm very excited to begin my journey in animation! I hope you like it :) It includes works from: "I'm A Star", an animation by Josep "Vel" Castaño Riera for which I modeled the set, was in charge of the lookdev, the lighting and the compositing. It was rendered in Blender Cycles a...
How I Rendered a Disney Style Animation in Blender - Behind the render
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I want to share some of the lessons I learnt the hard way while lighting an animated shot by the Character Animator Josep "Vel" Castaño. Follow the animator Josep "Vel" Castaño Riera on Linkedin: www.linkedin.com/in/theendisrenewal/?originalSubdomain=es Find me here! ;) - Artstation: www.artstation.com/homspau - Instagram: homspau - Twitter: homspau - Linkedin: www.lin...
"I'm a Star" - Animation Lighting by Pau Homs
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Hello! I was trusted by the Character Animator Josep "Vel" Castaño Riera to take care of the lighting, compositing, set modeling & lookdev for of this piece. It has been a very challenging project but I'm super happy with the result! The 3D side of things has been done with Blender and Cycles, that allowed me to work in a very fast and flexible way. The compositing was made in Nuke. Follow Jose...
ALL THINGS (I know) Light Decays in Blender
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Bend physics! Customize your decays! Have fun with your lights! Stalk me here! ;) - Artstation: www.artstation.com/homspau - Instagram: homspau - Twitter: homspau The featured character designs are made by the amazing Lara Carrasco: - Portfolio: larasoak.wixsite.com/portfolio - Instagram: larasoak?hl=en UPDATES FROM THE FUTURE Whatever you add to the con...
Blender’s AMAZING (not so new) feature! | Cycles Light Nodes in 5 minutes
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Blender’s AMAZING (not so new) feature! | Cycles Light Nodes in 5 minutes
"This is Audrey II" Fan animation by Pau Homs
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"This is Audrey II" Fan animation by Pau Homs
My video for Blender's "Blender is..." montage
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My video for Blender's "Blender is..." montage
Random newbie question; with all of the effects from the Blender compositor intact, is it still possible to compile passes and color grade in another program like DaVinci Resolve?
Absolutely. Not only color grading, but you can export a multipass EXR containing every pass you want and composite in Nuke, Fusion or Natron for example :)
@@homspau Whew okay, I wasn't sure if using the compositor would affect an EXR port with all the color adjustments, but I'd imagine it'd just revert to Raw in the EXR Thinking that I'm possibly overthinking it, sorry about that, thanks for the feedback, the series has been awesome and really informative!
Thanks for all this you madlad
Glad it helps! Thank you!
Amazing! I'm curious if you have any thoughts on stylized painterly motion blur. I've come pretty close to getting it but it always jitters
I think there's a good case for - when making something more painterly - removing motion blur altogether. Or, if you're imitating some 2D animation/Comic book references, maybe using multiples or speed lines which could be painted or actual geometry instead of being comp based. That being said, if you want to stylize comp motion blur, you can either use the vector blur or distort nodes for that. When plugged into the vector input they will act in the direction of your object's movement. If you multiply this vector renderpass by some noise, you restrict it to the edges or do anything you want before plugging it into any node, it should give interesting results without flickering!
Muy buenooo! a veces uno se acostumbra tanto a unworkflow especifico que se olvida del nivel de flexibilidad que dan los nodos y las miles de posibilidades que se pueden lograr... si es que sabes que hace cada uno 😂
Hahahahaa muchas gracias!
It's been a while since I've learned so much-thank you. Being able to faithfully recreate the arcane or spiderverse look might attract industry interest. Not to mention, with greasepencil integration in geometry nodes and the wip npr branch, the future of npr looks bright 💯
It does! Thank you!
I've noticed there is a cool outline in your Winter character example Are you planning to make a video about lighting in compositing?
You mean the Rain example? I did some relighting there. I'm not planning to do a tutorial on comp relighting (yet!). The reason for that is that Blender won't support vector math for the compositor. There's some hacky ways to go around it but I don't think it's worth teaching such an inefficient workflow. But the moment this changes, I'll cover it for sure!
@ yes Rain, my bad🙃 By hacky you mean using view layers? If not, I would appreciate a lot if you can point where I can learn more about the re-light method used on the Rain
@dessguy7199 you mean the comp based rim light, right? Because the rest of the treatment is going to be covered in this video. For the normal based rim light I had to create my own "vector rotate" node out of float math nodes to rotate the normals. It's very cumbersome for such a basic function and that's why I won't make a video on it. Still, if you're very interested in this, DM me in any of my socials and I'll share some insights when I have a moment :)
What is your system configuration?
What do you mean? My machine? I'm on Ubuntu with a 3090
@@homspau Yes machine.
Thanks man
Nice work, my friend ❤
Thank you!
This rocks! I'm loving this series so much! Thanks so much for making these videos!
I'm so glad to hear that! Thank you!
Maaaan you are a genius! When you brought this aov texture to compositing i was shocked!! This is litteraly how sony created Gwen's world in spiderverse. They imported texture animations from Rebelle into compositing and achieved the watercolor effect
Glad to hear it helps! Thank you!
The AOV is especially interesting. It means one could make all sorts of shader-based masks to perform corrective/localized compositor effects. Are there any limitations? Thank you for this tutorial!
It is cool! It's especially useful if you're working on a short film and will reuse the same assets in multiple shots. Creating masks within the asset is tremendously useful and can save you a lot of time. The only thing that I can think of, and isn't really a limitation, is that if you want to make shot wide edits based on masks set by Shader AOVs every material would have to have those AOV output nodes in. In a scene with lots of materials and/or references, it can be painful to set up or update. That can be circumvented by creating a separate view layer with a material override, with a single material containing all the AOVs. This only works in Cycles, though. Thanks for the comment!
wow, this is incredible, very cool result! thanks for sharing the information, I learned a lot have you already used these techniques in short films or any other animation projects? it would be interesting to see
None that I can talk about! And using them in actual shots needs a bit more of care than what I show. If you do anything with these techniques, be sure to share it with me ;) Thank you!
❤❤❤❤❤❤❤❤❤❤❤
This is gold thank you ❤
Thank you!
I liked your Disney like render years ago i really want an actuall video where you are playing with light and colors cuz its really important
were can we get the water color texture?
It's just a distorted voronoi texture. I encourage you to look for anything online or paint your own in krita or elsewhere! You can plug anything to the bilateral :)
@@homspau THANK YOU!
Arcane compositing pleazzzzzzzzzz 🙏
I don't really think this is truly possible. Although compositing in Arcane isn't trivial, the reason why Arcane looks painted is because it is. It transcends compositing, basically. I recommend taking a look at this ua-cam.com/video/gG7ZoP3fd1w/v-deo.htmlsi=P1B1v2ayGv65W2aH Thanks for the comment!
duuude amazing
Thank you!
I also want to learn how to composite in Da Vinci Or blender but in view layers.
Any chance in future on this topic?.
CAN'T WAIT FOR IT !!!!!
It's going to be cool!
Okay. I've done my reseach on nodes and now all of this is much more understandable. I didn't know Blender was that powerful, learning all those new things about this software is really funny :D
Yay! I'm so glad to hear that!!
i will use this method in my current project for sure.
I'm so glad to hear that!
great video, thank you very much for sharing your knowledge! very motivating and inspiring. you showed the process very well and clearly. this year also worked with npr, maybe if video had come out a year ago, I would have had less pain, because we were looking for a creative solution by trial and error.
Thank you! Your comment is very encouraging!
So interesting thank you so much! :D
Thank you! :)
Well done! That normal based line art is so impressive
Amazing tutorial so far! I'm now playing in the compositor and exploring possibilities now that I know some basics. The only doubt I need to ask, in the rim light, there's the current issue that once the border of the frame or another object gets in front of the subject (from the side the effect it's meant to be visible) making use of the translated mask, it creates an extremely ugly vertical line passing along the entire item, as it is moving the mask *after* it defined there's something in front of it. Do you have any suggestions to avoid this? I tried multiplying the mask with the light pass, so that it's visible only where it is being illuminated. It helps, but the lines are obviously still there the more the model has light on top.
Very clever solution! To truly fix this, the way to go are render layers (aka view layers in blender). This won't work in the viewport compositor, but separating the character, the set, and any objects that are in the foreground in different layers, Stylizing them and then comping all the layers on top of eachother should fix it. It's the proper way to do it
@@homspau I see, and it makes sense. I wonder if blender's "scenes" allows to link animations (like the camera movements, or positions of meshes) so that you can set up multiple combinations of visible assets to send into the compositor... I need to try this. Looking forward to the next part of the tutorial! ^^
@Dexter01992 That's exactly what view layers are for. Without the need of splitting your scene into multiple ones, you can create different view layers where different objects are visible/hidden. Plus, you can make any object/collection be invisible to camera but still visible to other objects (so it casts indirect light and shadows) and making them a holdout (so that when one object ocludes another, they matte eachother out). I encourage you to dig a bit in that direction. It really is the solution to what you're facing :)
Awesome content, Pau! Thanks for sharing and for making it both entertaining and educational!
Gràcies Sergi! Tot un honor! :)
Bro, this is premium content. Highly appreciate your hard work.
I dont undertstand & failed again with the premultipl. thing but your work is amazing, pur gold.....Thx 💪💥🗯🔥💭❤💨🕊
This is great, thank you!
I can't wait for the next part, dude, thax for the tutorial ❤
dope stuff dude
really useful Pau! thanks for this!
I really appreciate this! Any thoughts about combining something like this with the classic "Color Ramp" 2D style look.
Thank you! Cell shading in the way you describe it can also be achieved in comp rather than in materials. Both can work if done well. I like making these things in comp rather than in materials because tweaking the materials in every shot feels backwards to me. This being said, every technique has a place! No rights or wrongs.
Amazing tutorial! Looking forward to the next one.
Please try to make something like arcane
Best NPR tutorial on youtube. Just AMAZING
Thank you so much!
So far the best Compositing tutorial for NPR. Thank you!! Can't wait to see what's coming!
Thank you!
This series just keep getting better and better
Thank you!
Thx mate ❤❤❤
🙌♥️ Mestre! ♥️🙌
Very effective!! I did some compositing long ago, but hadn't used passes like this. Well done, thanks for sharing all this!!
Thank you Spencer! Means a lot!
This is absolutely pure gold. I really want to thank you Pau because when i think of all the knowkedges you taught me from light decays, light component, handle volumetrics in cycles, blockers, and now compositing ! Everything helped me to achieve much nicer results in my work with much better workflow. I have no word but thank you 🙂
Such a nice comment. You made my day! Thank you:)
Love how simple it is to get a 2D look like the reference. All real time too.
Thank you! :)
Awesome, I hope to see lot of tutorial like this for NPR compositing
Thank you!
Awesome ❤😁
Some excellent tips going on here, loved the sobel lineart from normals trick.
Thank you! It's a cool trick! Glad it's useful :)
Lets go!
Excited to see the rest of this course!