๐งต Untitled Thread
Anonymous at Mon, 4 Mar 2024 05:14:47 UTC No. 976502
how can i recreate 90s style 3d renders in modern blender? i know i could just learn bryce3d but i don't want to. ive heard eevee has phong shading but i can't find it.
Anonymous at Mon, 4 Mar 2024 06:43:56 UTC No. 976506
>>976502
I was a sperm not giving a fuck about existence before I barreled into the egg like a fucking asshole and have suffered ever since
Anonymous at Mon, 4 Mar 2024 09:21:55 UTC No. 976512
>>976502
>what is 3dmax scanline render?
Anonymous at Mon, 4 Mar 2024 12:33:37 UTC No. 976537
>>976502
>i know i could just learn bryce3d
I'm sorry for the meme answer but unironically just learn bryce3d, it's the easiest software I've ever learned and it was made for literal children to fuck around in, you should be able to start creating shit you want in one evening
Anonymous at Mon, 4 Mar 2024 13:10:46 UTC No. 976540
>>976537
>>976502
Blender and bryce3d wonโt ever get the results you wanted. Both software lack the rendering capabilities necessary to produce the bad rendering results.
Anonymous at Mon, 4 Mar 2024 22:03:34 UTC No. 976579
>>976540
>rendering capabilities necessary
>to produce the bad rendering results
Anonymous at Tue, 5 Mar 2024 00:17:34 UTC No. 976600
>>976540
bryce3d is unironically deep as fuck. you got filtered
๐๏ธ Anonymous at Tue, 5 Mar 2024 05:28:00 UTC No. 976618
Since their rendering engine has hardly changed since the 90s just use basically any version of 3DS MAX, preferably an older one. It's basically SOVL right out of the box.
Anonymous at Fri, 8 Mar 2024 01:12:35 UTC No. 976875
>>976502
>this fucking thread again
Why don't we get the "software purist" in here while we're at it?
Anonymous at Fri, 8 Mar 2024 01:13:38 UTC No. 976876
>>976502
Code up your own engine in OpenGL at this point. There's tutorials online
Anonymous at Fri, 8 Mar 2024 03:57:17 UTC No. 976889
>>976619
This was the second one I ever used, after Sculpt Animate on Amiga.
Anonymous at Sat, 16 Mar 2024 14:55:38 UTC No. 977861
>>976502
Lmao can't belive this software (Seamless 3D) still being updated noawadays. You should check it.
https://www.seamless3d.com/
Anonymous at Sat, 16 Mar 2024 20:08:49 UTC No. 977905
>>976876
Realtime OpenGL graphics won't give you that 90s prerendered look.
Anonymous at Sat, 16 Mar 2024 21:01:32 UTC No. 977908
>>976502
Quick googling says the image has been created with povray.
Just use that, it still works on modern computers.
You can also use it to render scenes you've made in blender.
https://wiki.povray.org/content/How
That will give you exactly the same look (given you learn to use povray)
Anonymous at Sun, 17 Mar 2024 11:53:57 UTC No. 977978
>>977861
the autist is still on it for almost 2 decades now. he's like cris but actually based AND have a working product that he could be proud of.
Anonymous at Mon, 25 Mar 2024 18:29:22 UTC No. 978684
>>977908
Not OP but povray is my next focus. Got filtered by the blender add on version so just going to try it stand alone for now.
Anonymous at Wed, 27 Mar 2024 06:45:17 UTC No. 978840
>>976502
A lot of that classic 90's style is the lack of modern tone mapping. Modern Blender uses some kind of filmic tonemapper (filmic blender, ApX, ACES all do this) which desaturates highlights. Classic graphics don't do this which leads to that unique "fake" look.
You should be able to achieve this look pretty much entirely in the Compositor, using "convert color space" nodes.
Anonymous at Wed, 27 Mar 2024 08:12:23 UTC No. 978843
>>978840
this.
old cg doesnt gives a fuck about correct gamma calculation. also its the reason why constant ambient light is needed to "correct" the midtones.
Anonymous at Wed, 27 Mar 2024 11:47:58 UTC No. 978851
>>978843
It's even easier than messing around in Compositor. Literally just setting the View Transform in the Color Management to "Raw" will do it. You don't even need to re-render, either, since tonemappers themselves use Raw data when they adjust colors.
It really is amazing how effective tonemapping is at selling compelling lighting. I've only been dabbling in 3D for the past week or so but I've been doing color-managed digital art for a while, now, and it's just as effective there as it is here, while allowing for comparatively simple Multiplicative shading setups, now unlike that of a deferred lighting engine.
Anonymous at Fri, 12 Apr 2024 00:15:30 UTC No. 980297
>>976502
https://www.youtube.com/watch?v=E8A
Anonymous at Mon, 22 Apr 2024 02:41:11 UTC No. 981283
>>980297
You will not get good results using this
Anonymous at Mon, 22 Apr 2024 10:03:48 UTC No. 981292
>>981283
this
Anonymous at Sat, 25 May 2024 05:54:18 UTC No. 984538
>>977861
>>977978
I admire the dedication. This is the type of autism that is needed