This has been on heavy repeat here all weekend. Pretty amazing stuff.
Little water study while trying to maintain some readability.
“Fasting is one of the biggest weight-loss trends to arise in recent years. Endorsed by A-list celebrities and the subject of a spate of best-selling books, it was the eighth most-Googled diet in America in 2018.
But fasting shouldn’t be dismissed as just another fad. At the Charité University Hospital in Berlin, I’ve employed what’s called intermittent fasting, or time-restricted eating, to help patients with an array of chronic conditions. These include diabetes, high blood pressure, rheumatism and bowel diseases, as well as pain syndromes such as migraines and osteoarthritis.
There are different ways to go about it, but I advise patients to omit either dinner or breakfast, so that they don’t ingest any food for at least 14 hours at a stretch. That makes lunch the most important meal of the day. It also reduces the time spent each day processing food and lengthens the period devoted to cleansing and restoring the body’s cells, both of which have positive health effects. “
I started practicing this this year after doing Whole 30 in January and I find it really helpful. I am down almost 20 pounds for the year. Highly recommend it.
Working on some more Redshift today trying to dial in some shaders. I reworked my thin film to be a bit more subtle and took a stab at some subsurface scattering gummy bears. Pretty happy with the results.
I do love myself a good old Steve Albini interview.
Well written article on the current unpleasantness going on with instagram influencers and their impacts on locations.
“For instagrammers, and wannabe “influencers” – learn that there are people on the planet who might not be interested in YOU. They might want to see the view without you in it. They might even want to just sit and enjoy a scene without a camera (shock!). While it’s easy to get wrapped up in this stuff online, they have every right (or maybe even more) to enjoy a place without it being ruined by your need to be “liked” by people you’ll never meet.”
Pretty interesting short video talking about the design of horror book covers and how they changed over the years. Basically, while they look better overall, you no longer can tell what the hell they are about. Kinda a good reminder that your illustrations and design should always reflect the content and not just exist for design sake.
Plus, you know, cool as shit old horror illustrations.
Working up a sim of a pretty serious fire sim and here is the flipbook of it ATM.
One of the most annoying things about RedShift is that the defaults for everything is pretty much shit. This means you gotta spend 5-10 minutes setting up everything correctly at the start of a project. Well yesterday I was rendering out some very reflective thin type with moving lights and was running into the flickering highlight problem. I recalled reading a bit about AET but forgot the gist of it but after a bit of googling I found this forum post about it. This pretty much sums it all up. Bookmark it…
“In the Unified Sampling there is also Adaptive Error Threshold (AET). "This parameter controls how sensitive the noise detection algorithm will be. Lower numbers will detect noise more aggressively which means that more rays will be shot per pixel and vice-versa. It is recommended that you use the ‘show samples’ feature to visualize the effect of this parameter. The default 0.01 value should work well for a variety of scenes. For production-quality results, we recommend lower settings such as 0.003." AET seems to work amazingly well with it not taking much more processing power to figure out which pixel needs more samples. Knowing this let's say we set US Min to 1 and Max to 512. As said in the first post 512 seems to give the best quality for some odd reason and lower render times. A higher US max does not seem to give better quality for some strange reason. Now we set BF rays at 16384 it's max. We do this because AET seems to also control BF samples. The more BF samples the better. Set Irradiance Point Cloud samples to 1. The AET is so powerful we can now control exactly how fast Redshift renders and with what quality with the one parameter. Doing it in this way makes AET into a single make it pretty slider. Values between 0 and 2147483647 work for this with the higher number giving less quality and 0 being the max quality. I found a value of 0.001 is the lowest it can go without being 0 and seems to be needed for some scenes. A value of 0 gives the best results if one wants to wait much longer. If doing animations a higher AET could be used with Randomize pattern every frame as the different samples can be smoothed between frames with great results. Now that I know this I'm kind of scratching my head wondering why Redshift didn't simplify it to the one slider. It really does work that well.”
Doing some testing this weekend with Pyro sims and I noticed so interesting differences between how they look in Houdini / Redshift native and exported as VDBs into C4d / RedShift. This is part one, Houdini and Redshift native. It’s ugly and imperfect, but like I said I just wanted to test some things.
I like the C4d animation better. Has a more solid feel. But compare the stills and Houdini has more subtle things going on.
Next Step is to get the render settings and Post Effects more aligned and work up the textures of the grill to something more realistic. I was just happy to get this sim running cleanly like I wanted and in both programs in one day honestly.