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Hello! It's been a minute!
I'm being a *bit* clickbaity in the title here because I'm actually really jazzed about this technique and don't want to disincentive people from watching it by calling it "MAKING BARNACLES" or something (although- yeah- that is what we do).  


tags for the search feature: barnacles, dirty, moss, rain, algea, dust,

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Making the World Nasty

Hello! It's been a minute! I'm being a *bit* clickbaity in the title here because I'm actually really jazzed about this technique and don't want to disincentive people from watching it by calling it "MAKING BARNACLES" or something (although- yeah- that is what we do).

Comments

Anonymous

You just made my night so much better!

Anonymous

Okay so you wanna make sure I'm not going to sleep in time tonight :D

Anonymous

this is great, thank you so much ian!

platform user

The level of enthusiasm you have when figuring something out is only akin to that of Adam Savage. Brilliant examples as always

Anonymous

It's crazy how every time I turn around you have another tutorial that is in line with what I need the most. Thank you Ian!

Anonymous

So dang cool! And radial-gradient textures mapping would only affect the areas around the empty? So many fun ideas I want to try now!!!

IanHubert

That’s true!!!!!!!!!! I hadn’t thought of that that’s super handy!

Anonymous

That automatic wave wetmap machine you built is kinda blowing my mind. I love simple little tricks like that!

Anonymous

I love how you go the extra mile for these gritty details, it really makes your worlds seem that much more believable. Great system for distributing barnacles! I was also quite impressed with the sand wetting system you came up with, and just tossed in there as a casual aside... On another note, I am curious as to what kind of workstation you have, and what the polycount of your scene is... I couldn't see any visible lag or slowdown even in the larger scenes. My office workstation is pretty beefy but I get slowdowns all the time; so I'd like to figure out if it's just down to sheer PC grunt, or if perhaps you have some clever tricks for managing huge scenes with lots of assets?

Kevin Martin

The AO node does work in Eevee, the problem this time was that you also need to have Ambient Occlusion turned on in the render settings. Amazed out how good simple Voronoi barnacles looked, definitely going to have to mess with that!

IanHubert

Oh of course!! That makes sense. For some reason I’d assumed it had a different way of going about it- thanks!

Anonymous

Just wow. Love that you mention all the build steps; discover entire features from them- like dynamic paint(!)

Anonymous

you're such a wizard dude. I'm a total blender beginner but I've already learned a ton from you on youtube and on here. I'm excited to start my 1st space structure this week :) Thank you!

Anonymous

Have you tried adaptive subdivision and displacement? Seems perfect for highly textured surfaces like that.

Anonymous

Awesome Ian, thanks for sharing! I've been doing similar stuff using the UV Warp modifier, works great too.

Anonymous

Doppeeee!. Photoscanning tut would be even doper but nothing can be doper than u! Dopeboy out!

Anonymous

So good Ian... I need to watch this a few more times though, a bit too fast for me... But I get the gist so I'll just do it again and again... until it's cemented in my old brain :)

IanHubert

That's a great point! When I first experimented with it I ran into memory issues/prohibitive build times, but that was a while ago! I still wonder if using too many subdivs/displacements might bog things down more than I'd like, but it might be perfect for a specific thing like this! I'll mess around with it!

Anonymous

This was brilliant. I would also love a polycam tips/strategy tutorial

IanHubert

Thanks Sam! And I've got something kinda like that coming, just trying to figure out some stuff real quick! :D

Anonymous

Hey Ian! Have you heard of the "Blendit" addon. Could be interesting for this kind of processes.

Anonymous

I'm down with any shader that has a barnacularity slider on it.

Anonymous

Hi Ian, I would like to know how you handeling a dense photoscanned meshes in such a big scenes? Are you using any decimator or making scene from a few instances is the trick? Thank you! Great tut!

Anonymous

Have you seen Ian's last post on using the last set of assets? He talks about the costs and optimisation of photoscan elements :)

Stephan

Great video Ian! Thanks so much. This one was super nicely timed for something im working. Which often seems the case. Tyty!

Anonymous

Rain and weather and water tutorials would be very great!

Anonymous

Awesome video as always! In the Starlight Atmosphere addon, they have a button to append a node group that they use on every shader. I have no knowledge in coding, but it would be really useful to have the ability to pick a node group, select objects and automatically append it to their shaders!

Anonymous

There is a rain tutorial, with free files for the lower tiers. There is also a tutorial for "warbling", in which he says how to make it useful for water, both animated and not.

Anonymous

When you turned that color ramp values into a height map I had to step away from the screen for some seconds. That sorcery was too much for my brain

Anonymous

The wakes of the bikes look good but i think you used the wrong reference for them. Tires make different wakes than boats because they flick back spray which disrupts it further. Boats and tires are also different shapes so that could also be a factor but I think flick back spray will take them to the next level

Anonymous

Would really love to see a super in depth video about how you create atmosphere in your shots. E.g. - 1:30 of salad mug- the focus pull from the window to the damp roofs of the city beyond. You get an almost palpable impression of the thickness in the air. I know that some of this has to do with hdri’s, smoke assets, perhaps render passes too (and I know you’ve made a video on lighting), but is there anything else going on? Any sneaky after effects tools that you’ve peppered in? How about your process of identifying the mood/ points of focus and building out from there? Do you tend to put assets (like smoke in) after modelling and texturing so you know that even without any embellishments, the scene has a visual pull? I’m sure you’ve gone into a lot of this stuff and it’s most probably the case that I’m just so dense that light bends around me, but I’d love to drill into your approach a little further.

Anonymous

Are you going to look into UE5? I feel like it is a great tool for Filmmaking and would love to see what you could do with it

Anonymous

Excellent, this is super useful for us grit lovers, been trying to find a way to do something like this for years! Can't wait for the water tutorial.

Anonymous

Imagine how odd that would sound out of context LOL... "I scanned some of kaitlin's bones from her collection"

Anonymous

This is super helpful, thanks Ian!

Anonymous

"I should've gone full barnacle" is one of the best things I've heard in a long time.

Anonymous

Awesome!! What is the best way to stack many of those (ex.: barnacles, poop and rain). Just Node groups mixed togheter at the end of the material?

Anonymous

Oh man, the history of the Salton Sea is fascinating. There's an excellent documentary called "Plagues and Pleasures on the Salton Sea" - give it a watch if you find the time!