It is ready if you build it yourself, should be on the buildbot tomorrow
Iāve never been able to get Blender to compile. I think I can wait.
Ahh, Suddenly I realize a more proper workaround working with greasepencil. Strokes and fills have to be on seperate layer. That way you have freedom in strokes.
Saw this on twitter. Nicely done freestyle and eevee magic.
https://twitter.com/edgardcaliman/status/1075194121592152064
this gives me hope that blender has the combination of tools available to start pushing more into the āspider-verseā movie aesthetic, which I absolutely loved!
Itās posted here on the forum as well.
Ah thanksāI didnāt see it.
well in certain way it can, i saw this the other day and itās pretty cool that you can have it real-time too
https://twitter.com/i/status/1074803534313517062
I mean, I canāt really compete with the work being done here, but I was also starting to play around with how well eevee can do hair cards
Nice! Wait, is that hair or hair strips?
Just alpha hash transparent hair strips with a quick jiggle bone rig to test the effect. Although it was a messy round trip trying modelling in 2.8, exporting an fbx back to 2.79 for skinning and the jiggle bone add on, and then baking an fbx back to 2.8 for eevee.
Compared to UE4, hair card shading in Cycles/Eevee is a breeze, nice work!
Not sure if itās Eevee but it is 2.8 and seems realtime:
https://twitter.com/chiba_akihito/status/1077920579087290373
Iāve been doing some more Eevee testing. Iāve tweaked this a couple of times now. Itās getting there. The main issue Iām still not happy about is the visual banding, which is noticeable on the leather texture at the very end of the clip. Itās related to the shallow depth of field and is exacerbated by the fact Iām moving the DOF around and also the nature of that texture visually anyway.
here is the walk cycle rendered with eevee!
its has superb results for characters
https://twitter.com/joedanimation/status/1073012747485380608
Is @hypersomniac ok? MIA or just on holidays?