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File: shaders.png (841 KB, 853x482)
841 KB
841 KB PNG
https://www.youtube.com/watch?v=8kX5_69sO8Q

Any shader and VFX expert can tell me how hard would be to learn to make this level of shader autismo?
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>>1002186
For Miku? Seems like she's just an anime model made and rendered normally with bloom added in post instead of being toon shaded and all that.

The floor FX in pic rel could just be planes driven by alphas &or attributes, flat geo with curves tracing around them, circles copied onto points(vertices) of an animated plane, etc.
Then convert everything into a mesh light and use emission wherever necessary
Bloom can be done in post and the 'god ray' type of streaks can also be done in post or in render by using something volumetric (that's you're still probably going to tweak in post)
There's probably a lot of ways to do this stuff but I'm not that well versed in it
All I can tell you, is that what you're seeing is nothing like the pre-post renders because that's just how things normally are
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>>1002186
It’s beyond your comprehension, this will require rendering farms to even let someone in the postproduction process to touch it. Current hardware at best can at least provide half a year to render.
>>
i concur. im not seeing fancy shaders really. her material is partially luminescent and the texture has painted lighting.
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>>1002189
Just use a biased render engine
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>>1002186
I see plenty of 2d AE stuff thrown in there 2bh, but obviously not by a novice, they know how to hide and beautify
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>>1002246
Truuuuue, a lot could've been done in AE with tracking data lool



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