Challenge #1125 "The Glitch In The System" (10/01/25) Entries CLOSED

Theme #1125 for Friday 10th of January 2025 is:

The Glitch In The System

Entry closes on Monday, 22:30 GMT (Mon, Jan 13, 2025 10:30 PM)


How do I post my entry? Here is an Example: (click to open)

Title: Glitching


pure


Please remember to state if your entry is pure, open or non-competing.

“There are two main goals for these contests: Fun and Glory.
Fun: You get only 4 days to create a cool image, based on the theme for the week.
Glory: After 2 days of voting, a winner is declared. The winner picks the theme for next week and will be featured in the Feature Row.”

For details please check out the: CHALLENGE RULES

Btw.: Comments are welcome in both threads (entries/voting). Have fun! :slight_smile:

I have a rough idea on this one, but i hope i can finish it in time and not going overboard with my vision.

Really nice theme

Started my blockout

5 Likes

Oooh. I have an idea. But you know when your brain writes an idea the rest of you literally cannot pull off? It has done exactly that and I HATE it.

casually adds learnt to sculpt and rig human faces to my to do list

1 Like

Yeah i feel that. :smiley: luckily there are good addons, that can help. i got the best of blender 2024 from humble bundle for about 30 bucks i think. and there are plugins like human gen and botaniqa in it. was really worth it.

Ooohhh boy we about to break the matrix with this one🤪

I might sit this one out don’t know yet.:person_shrugging:

You guys have no idea how bad my scene is mess with me right now it breaking my matrix.:joy:

It making my brain spin.:face_with_spiral_eyes:

Title: Anomaly


Pure. The background tree was downloaded, but everything else was made today.

Summary

I don’t know if anyone can relate, but I’m never sure which way to set the rotation on a wave texture node. X or Y. That’s the inspiration for this render.

8 Likes

well here is a pre render of my scene this is going to be my last one for a while i go back to work sometime next week.

going to change a few things a little.

6 Likes

Pure art non-compete

6 Likes

Animation I did a while ago, I think it fits the topic :wink:
Non competing.

8 Likes

Making Progress. I found some particles on my way :wink:

2 Likes

Fractured Realities
Open (Sanctus Library, Real Materials, Botaniq, Polyhaven HDRI, GeoScatter, Random Textures, Photoshop Post Processing)
Non Competing
As always description below

In a world where the line between the organic and the artificial had grown impossibly thin, the Glitch appeared—a rift that fractured reality itself. On one side, the untouched beauty of nature thrived, bathed in warm sunlight. On the other, an endless cascade of digital chaos consumed everything in its path, pixel by pixel. Those who dared to approach the divide claimed they could feel the pull, a force that whispered promises of infinite knowledge but demanded the surrender of all that was real. The Glitch wasn’t just a crack in the world; it was the beginning of its end.

This one went better as i thought. I am really happy with the result. :slight_smile:

Detailed Description

Scene Arrangement

  • The scene was initially blocked out using basic shapes like cubes, planes, and ANT landscapes to establish the composition and dimensions.

Glitches

  • I curated a collection of glitch textures and combined them to create a layered effect.
  • For each texture, I created a shader using alpha transparency and emission, and placed numerous instances until the effect felt visually cohesive.

Landscape

  • The landscape was generated using ANT Landscape, complemented by scattered assets from the Botaniq library to enhance the natural aesthetic.

Cubes

  • The wireframe and dissolve effects on some cubes were sourced from the Sanctus Library, with slight modifications to fit the scene.
  • The metal textures for other cubes were also taken from Sanctus or Real Materials, don’t know which one i chose.

Atmosphere

  • An HDRI from Polyhaven was utilized for lighting and environmental effects, with a red hue mixed into it for a surreal tone.
  • Math nodes were employed to tweak the HDRI’s intensity for better control over the scene’s lighting.
  • A volumetric scatter was added via a large cube encompassing the entire scene.
  • To control light bleeding through the rift, a black cube was placed around the glitch side, with one wall invisible to the camera.

The Rift (the fun part :slight_smile: )

  • The rift was created using two particle systems, each with approximately 3 million particles.
  • A turbulence force field with low strength was placed in the center, creating a flowing effect. I adjusted the settings incrementally, starting with lower particle counts before baking the final systems with the full 3 million particles each.
  • Additional particles emanating from the rift were generated with smaller systems of around 1 million particles each.
  • Altogether, the scene contains roughly 12 million particles.
  • The particles were shaded using a simple emission shader with a gradient applied via a color ramp.

Post-Processing

  • same as ever
  • Post-processing involved basic contrast adjustments and color corrections to enhance the overall aesthetic.
  • The mist effect was accentuated using the mist pass rendered in Blender, adding depth and atmosphere to the composition.
8 Likes

Nature’s Glitch: Rolling the Dice and Stirring Calm in Chaos


Pure

7 Likes

Back to the Drawing Board

Pure, cycles… Blender ocean texture

10 Likes

That’s about how my smoke sim looks when I want a plasma look.

I don’t use it much though.:sweat_smile:

I’d say 3-4 times.

I spent a little while working on it until I found the colors I liked.

Won’t be seeing any of that though have to go through some of my old blender files to find it.:expressionless:

My laptop crashed on me a few years ago and I saved everything before it happened it blue screened on me.:roll_eyes:

Bought a new hard drive and another laptop like it now I got two.

Put max ram bars in one of them.

One running machines and the other for modeling.

Like the way you did it though.:+1:

This is what im going with.

ill call it “inner mind”

i used makehuman for the people if i remember right it is considered part of blender but, im not sure. if it is this is pure if not ill go open.

the buildings were modeled in a short time i cut everything behind them because the backs wont be seen.

i used a partical system with a sphere.

i used proportional editing on the bottom of one side of the sphere which was used as the emitter with random selected to give it the look like its moving.
i used a procedural wave texture ran into a color ramp ran into the factor of a mixed node then i ran a emission shader into one of the colors in the mix node and a transparent shader into the other input of the mixed shader.

i didnt do much texturing to the buildings because they are to far away to see any detail so i left them mostly as solid colors one building has a procedural brick texture but i didnt do much to it as far as detail i use a cube on two arrays to get the windows in the building on the left and booleaned differenced them into it.

the camera is upside down so the building closest on the top is actually the building on the bottom soooo if you wanted to you could flip this scene 180 degrees LOL thats why this scene was messing with me because i was working in both dimensions in two viewports one was the view of the camera upside down and the other was free mode where i looked around upside right.

i went into render properties and turned on motion blur.

i used text to get the binary random numbers i just kept hitting 0 and 1 randomly.

then i went into the compositor for the finishing touches and ran the scene and a double one was the clean cut with filter and the other has sunbeam and lens distortion then they were both ran into an alpha over into a glare.

i wanted to do alot more like putting more objects on the buildings and more color in the background and stuff but, i decided to leave it where it was.

well this is my last one for a while.

good luck guys and have fun as usual

5 Likes

Dimming Lights

Blender 4.3 cycles pure entry.

7 Likes

Digitize


Pure, but I tweaked the colors a little in Windows’ Photos.

10 Likes

Looks good.
Like the way you incorporated the color scheme in it.:+1:

1 Like

Cube or Sphere?


Pure, Blender 4.3 cycles

Not sure if it’s really visible, but the idea was that Blender can’t decide if the default is Cube or Sphere :smiley:

4 Likes