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Just a quick experiment in trying to get the CG to match the live action a bit closer! Also a good reminder for me of the usefulness of render layers. It'd be fun to actually dive a bit deeper into lens flares at some point.

Here's the assets I'm talking about in the video (quick flares/spotlights/haze ball for blender). You just have to target the constraint to the active camera. 

Files

LensFlares

Comments

Anonymous

Could you not render the flare layer with an orthographic camera at the same location as the perspective camera to remove the perspective distortion along the flare render pass?

Robin Ruud

Awesome, Ian! A lot of your challenges are very fixable with geometry nodes. Just like you suspected. Honestly, I think you'd get comfortable with it pretty quickly. It might be like the view layers; seems complicated for a little bit until you find some easy workflows with it.

Anonymous

awesome as always Ian! any chance you will be sharing some mocaps ? :)) geting decent anims is such a big bottle neck

Anonymous

Thanks Ian! Now stop overthinking.

Stephan

loved the video! ty ian! agh render layers, glad to hear im not the only one that avoided them. i appreciate having that process in the video here..

bonzairob

For obscuring the flares, i wonder if you could render a depth map and do something like a greater-than followed by multiply, to create a mask/factor for the flare layer... Render layers seem to be underused generally in blender, games use offscreen renders all the time for this kind of thing!