Blender Studio
  • Films
  • Projects
  • Training
  • Characters
  • Blog
  • Community
  • Join
  • BLENDER.ORG

    • Download

      Get the latest Blender, older versions, or experimental builds.

    • What's New

      Stay up-to-date with the new features in the latest Blender releases.

    LEARNING & RESOURCES

    • Blender Studio

      Access production assets and knowledge from the open movies.

    • Manual

      Documentation on the usage and features in Blender.

    DEVELOPMENT

    • Developers Blog

      Latest development updates, by Blender developers.

    • Documentation

      Guidelines, release notes and development docs.

    • Benchmark

      A platform to collect and share results of the Blender Benchmark.

    • Blender Conference

      The yearly event that brings the community together.

    DONATE

    • Development Fund

      Support core development with a monthly contribution.

    • One-time Donations

      Perform a single donation with more payment options available.

Training Highlights
DOGWALK Asset Creation Workflow
Stylized Rendering with Brushstrokes
Geometry Nodes from Scratch
Blender Studio Rigging Tools

Training types
Course Documentation Production Lesson Worskhop

Training categories
Animation Geometry Nodes Lighting Rendering Rigging Shading
Film Highlights
Singularity
In production
Wing It!
2023
Charge
2022
Sprite Fright
2021
Project Highlights
Project Storm
Riggle R&D
DOGWALK
Interactive
Gold
Showcase
House of Chores
Article
  • Project Gold
  • Content Gallery
  • Production Logs

Latest on Project Gold

  • Previous
  • Page 2 of 11
  • Next
  • Last

Production Log #58

  • July 1st, 2024

Krystal
Krystal

This week I spent more time on experimenting with the different ways of implementing some additional brush stroke jittering to add more life to the picture and merge the style better with the ocean. This needed to be implemented in all the assets and shots and can now be tweaked on different levels for each individual shot.


Krystal
Krystal

Most of my time this week was spent on setting up a workflow that lets us paint over every single render with the geo nodes brush stroke tools AND in a non-destructive way. I made a bunch of scripts and a hook for our shot builder to enable this process. I've also uploaded a render of all the sequences with Simon's brush jittering effects.


Production Log #57

  • June 24th, 2024

Krystal
Krystal

The last week before going to Annecy for the film festival was all about wrapping up shots, so most of my work was about doing final fixes and polishing. Besides that there was a more major part of the FX work missing, which was doing another pass on the waves rolling onto the beach in the last shot.


Krystal
Krystal

The week after Annecy! The past weeks we scrambled to get as many final renders together as possible to showcase on the Blender booth. As for lighting: all the scenes got updates, tweaks and fixes. This week I separated out the comp from each lighting file and created all the comp files for the whole showcase. In the case of 230_sinking and some other sequences I even managed to do a first comp refinement pass. More to come!


Production Log #56

  • June 3rd, 2024

Krystal
Krystal

This was a short week for me, but I managed to finalize some more clouds and create some paintovers for the sailing sequence and for the lighting in the Abyss.


Krystal
Krystal

Since we want to get a short edit of shots done for the Annecy Festival, I did a lot of small lighting passes to get things as final as possible. The biggest chunk of the week was spent on polishing the set/ground for the abyss.


Krystal
Krystal

This week I mainly worked on finalizing the ocean FX in the storm sequence, which you can see in Andy's production log. One big part of that was adding water spray to the wave crests in the direction of the wind, which adds a lot to the look of the stormy ocean. Other than that I was putting out a lot of fires in back and forth with the developers and setup up tests for moving brush strokes to emphasize the painterly look.


Production Log #55

  • May 27th, 2024

Krystal
Krystal

This week I kept working the sailing sequence skies, added some more simple animations to the clouds.


Krystal
Krystal

I tried polishing most of 260_return this week: The floating water particles finally got separated into their own render pass to allow for camera motion blur. I also added painterly light streaks to break up the CG smoothness of the volumetric beams. The sailing shots from the beginning and the storm sequence got some minor updates to bring them closer to the finish line!


Krystal
Krystal

I spent most of my time this week going over all the shots that need some ocean FX for the interaction with the boat and additional foam on the surface. There is some more iteration that needs to be done and a a few shots that are still missing, but it's getting there!


  • Previous
  • Page 2 of 11
  • Next
  • Last
Films Projects Training Blog
Characters
  • Storm
  • Mikassa
  • Whale
  • Ballan Wrasse
Studio
  • Terms & Conditions
  • Privacy Policy
  • Contact
  • Remixing Music
  • blender.org
Blender Studio

The creators who share.

Artistic freedom starts with Blender powered by CG Global Entertainment Ltd.
粤ICP备2024327355号-3