stuff

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  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204
    edited June 2022

    mindsong said:

    it holds up really well - a few trails on the first video, but the ebsynth 'tracking' is impressive. how much time per frame for the ebsynth conversion in these examples?

    if one can play to ebsyth's strengths, i think some really neat stuff can come out of it.

    --ms

    it's reasonably fast several frames a second with my Win10 with the 980Ti, slow as molasses on my better CPU rig so assume it prefers GPU 

    and since I cannot do Deepdream videos it's a good compromise (online too dear cannot compile stuff and do my own)

     

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204

    not a render (well not the foreground selfie)

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204
    edited July 2022

    more Deep Dream Generator on video renders with EbSynth

     

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204

    the Reptillian King at his Coronation

  • Sven DullahSven Dullah Posts: 7,621

    Bwwahahayes

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204

    a video kiss

    Note, this is just a fictional Royal Lizard like the storybook Rat, Mice kings etc

    just randomly seemed like a good weekend coming up to do this render for laugh

  • Sven DullahSven Dullah Posts: 7,621

    laugh

    Ok I take your word for it, but he looks slightly familiar...

  • FirstBastionFirstBastion Posts: 8,049

    a totally random commonwealth moment?

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204
    edited September 2023

    I 'spose should post something here once in a while so will a video

    ... after much host error and Cloudflare

    Post edited by WendyLuvsCatz on
  • a video with a bit of DAZ studio, a lot of Twinmotion and some Stable Diffusion Deforum postwork

  • video

    DAZ iray, Carrara Octane, Twinmotion and Unreal renders of an Unreal asset

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204
    edited September 2025

    video of some stuff cheeky

     

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204
    edited November 2025

    The Ginja Ninja finds an open door....

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204
    edited November 2025

    ... mmmm a cozy bed to make biscuits on

    Post edited by WendyLuvsCatz on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204
    edited November 2025

    mmm things to mess with that make noises and can be pushed off table

    Post edited by WendyLuvsCatz on
  • Food, no food on the table?? Outrageous!!

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204

    click to play video

    Unreal scene in DAZ Studio

    still needs lot of work

  • richardandtracyrichardandtracy Posts: 7,202

    So few books.. There are still some walls without either books or pictures. Does give the cat more stuff to push over, though. Piles of books are always good for cats.

    Looks nice though. Flying the camera through walls or pillars is disconcerting. It might be fun to get the viewer used to it and then have a random crash when the camera comes to a sudden halt and crashes to the floor with dizzying rotations as it does so.

    Regards,

    Richard.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204
    edited 8:33AM

    richardandtracy said:

    So few books.. There are still some walls without either books or pictures. Does give the cat more stuff to push over, though. Piles of books are always good for cats.

    Looks nice though. Flying the camera through walls or pillars is disconcerting. It might be fun to get the viewer used to it and then have a random crash when the camera comes to a sudden halt and crashes to the floor with dizzying rotations as it does so.

    Regards,

    Richard.

    I have never found DAZ studio's nonlinear camera tweening easy, impossible to preview too

    even keyframing every step it does arcs inbetween and I still don't really understand how to change it from TCB to linear

    this was more of a look at what I still need to fnd textures for

    used DAZ shaders for many

    since this I have chased more down

    that dining room rug is wrong I see

    Z EF022.png
    1920 x 1080 - 2M
    Post edited by WendyLuvsCatz at
  • richardandtracyrichardandtracy Posts: 7,202

    I'm so clueless about DS's animation I have tended to fight shy of it. Maybe if I ever get more time...

    Regards,

    Richard

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204
    edited 9:01AM

    best way I can explain it, moving between 4 points

    Untitled.png
    720 x 720 - 12K
    Post edited by WendyLuvsCatz at
  • richardandtracyrichardandtracy Posts: 7,202

    Yep, and there's speeding up & slowing down unless the animation starts before the real start and continues after the real end (need wasted frames that aren't in the animation you want) and so on. I thought there used to be a way of changing the interpolation between keyframes, but can't find it these days. However I'm generally not too bothered, haven't got single frame rendering right yet, so many frames in an animation is beyond me.

    Regards,

    Richard

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,204

    richardandtracy said:

    Yep, and there's speeding up & slowing down unless the animation starts before the real start and continues after the real end (need wasted frames that aren't in the animation you want) and so on. I thought there used to be a way of changing the interpolation between keyframes, but can't find it these days. However I'm generally not too bothered, haven't got single frame rendering right yet, so many frames in an animation is beyond me.

    Regards,

    Richard

    its there but not intuitive 

    R Haseltine has tried to explain it but I am too dumb

    other software just lets you choose interpolation type from a dropdown menu or has bezier handles on a plotted path 

  • richardandtracyrichardandtracy Posts: 7,202

    Hmm. Maybe it;d be good for DS to have a written manual to document everything. What a novel idea.

    Regards,

    Richard

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