Hubert Replaces Complex 3D Models With Photo Projections in Blender

World Building in Blender - Ian Hubert — Blender

Blender

Visual effects achieve photorealism faster when artists project real-world photographs onto primitive geometry rather than manually simulating complex materials and structures.

AI-assisted summary of World Building in Blender - Ian Hubert — original source. Check the original for full context.

Source published:

Key ideas

  • Camera projection mapping allows visual effects artists to bypass complex shaders and costly path tracing by projecting real-world photography directly onto low-polygon geometry. (1:30)
  • True visual fidelity in 3D relies heavily on functional real-world logic and reference rather than relying solely on mental shortcuts or high polygon counts. (13:31)
  • Hybrid production methods that combine physical sets and miniatures with camera-mapped digital extensions can dramatically cut post-production visual effects overhead. (22:17)
  • Fast procedural tricks, such as Graph Editor noise modifiers and slicing 3D Voronoi textures, can simulate complex organic phenomena like insect swarms and rain ripples with minimal computational effort. (24:36)

Detailed notes

## Background Published on YouTube by the official Blender channel on October 24, 2019, this presentation captures filmmaker and visual effects artist Ian Hubert speaking at the Blender Conference. The accompanying description promotes supporting core Blender development through the Blender Development Fund.

## TL;DR Ian Hubert presents his pragmatic approach to visual effects, demonstrating how camera projection mapping, photographic textures, and low-poly geometry can bypass tedious shading networks and complex modeling pipelines. Drawing on examples from classic 1990s VFX, his viral 'Lazy Tutorials,' commercial projects, and the feature film Prospect, he explains how quick photographic shortcuts ground scenes in realistic lighting and dirt. Beyond software tricks, Hubert argues that convincing world building relies on sharp real-world observation, where artists study the functional logic and subtle wear of mundane objects instead of relying on flawed mental shortcuts. He concludes with an unreleased, running-commentary preview of his sci-fi series Dynamo Dream, demonstrating that cinematic worlds can be assembled independently out of a garage with open-source tools.

## Atmosphere & style Hubert delivers the talk with a rapid-fire, self-deprecating wit that balances playful irreverence with deep artistic sincerity. His presentation feels like a caffeinated show-and-tell with an obsessive craftsman, swinging effortlessly between hilarious breakdowns of early portfolio blunders and poetic musings on memory, perception, and childhood transmitter towers. The room crackles with infectious, grassroots creative energy, inspiring viewers to abandon perfectionism and immediately start kitbashing the messy physical world around them into 3D art.

## Bulletin - [01:30](https://www.youtube.com/watch?v=whPWKecazgM&t=90s) Camera projection mapping allows visual effects artists to bypass complex shaders and costly path tracing by projecting real-world photography directly onto low-polygon geometry. - [13:31](https://www.youtube.com/watch?v=whPWKecazgM&t=811s) True visual fidelity in 3D relies heavily on functional real-world logic and reference rather than relying solely on mental shortcuts or high polygon counts. - [22:17](https://www.youtube.com/watch?v=whPWKecazgM&t=1337s) Hybrid production methods that combine physical sets and miniatures with camera-mapped digital extensions can dramatically cut post-production visual effects overhead. - [24:36](https://www.youtube.com/watch?v=whPWKecazgM&t=1476s) Fast procedural tricks, such as Graph Editor noise modifiers and slicing 3D Voronoi textures, can simulate complex organic phenomena like insect swarms and rain ripples with minimal computational effort.

## Key takeaways - [00:00](https://www.youtube.com/watch?v=whPWKecazgM&t=0s) Ian Hubert's 'lazy tutorials' distill breakthrough 3D techniques into rapid, bite-sized workflows centered around camera mapping and image textures. - [01:30](https://www.youtube.com/watch?v=whPWKecazgM&t=90s) Camera projection has been a staple of cinema VFX since the 1990s, allowing artists to turn basic 65-polygon meshes into photorealistic backdrops because lighting and detail are already baked into photographs. - [03:39](https://www.youtube.com/watch?v=whPWKecazgM&t=219s) Extruding geometry from single textured planes using 'Import Images as Planes' naturally aligns corner grime and ambient occlusion without hand-painting maps. - [06:33](https://www.youtube.com/watch?v=whPWKecazgM&t=393s) Camera calibration tools like fSpy enable artists to reverse-engineer focal lengths, align perspective, and relight photographic plates in post-production by turning projection meshes into light emitters. - [10:44](https://www.youtube.com/watch?v=whPWKecazgM&t=644s) Projection mapping is fundamentally closer to photo collage than pure architectural drafting, making it a legitimate artistic shortcut rather than 'cheating.' - [11:48](https://www.youtube.com/watch?v=whPWKecazgM&t=708s) Blender is an expressive artistic medium rather than an automated pipeline; software proficiency cannot substitute for observational craft and understanding how real objects function. - [13:31](https://www.youtube.com/watch?v=whPWKecazgM&t=811s) Beginner 3D work often fails by stopping prematurely on flashy geometry while neglecting real-world functional details like structural logic, wear, or access slots. - [15:34](https://www.youtube.com/watch?v=whPWKecazgM&t=934s) World building requires charting the interconnected machinery of an imaginary society, which reframes everyday wear—like dents, skin oil on doors, and fading signs—into vital storytelling clues. - [17:52](https://www.youtube.com/watch?v=whPWKecazgM&t=1072s) Subtle background exposition through weathered reader boards and environmental anomalies is far more engaging than on-the-nose slogans or contrived narrative broadcasts. - [20:09](https://www.youtube.com/watch?v=whPWKecazgM&t=1209s) On the sci-fi film *Prospect*, combining physical miniatures, CAD-built sets, and restricted human-scale camera angles preserved tactile realism while Hubert supervised roughly 2,000 dust passes. - [22:17](https://www.youtube.com/watch?v=whPWKecazgM&t=1337s) Building physical sets inside a decommissioned church allowed Hubert to shoot 90 percent of dialogue coverage practically, reserving camera-projected digital extensions for wide shots. - [24:36](https://www.youtube.com/watch?v=whPWKecazgM&t=1476s) Procedural moth swarms can be animated quickly without keyframes by pairing a dual-shape-key flap with a Graph Editor noise modifier and Boids particle physics targeting a light source. - [28:02](https://www.youtube.com/watch?v=whPWKecazgM&t=1682s) Working purely from imagination defaults to simplified mental caricatures; gathering objective photographic reference is essential to bypass inaccurate mental concepts. - [29:16](https://www.youtube.com/watch?v=whPWKecazgM&t=1756s) Procedural noise and Voronoi textures capture the mathematical order underlying natural chaos, including generating dynamic water ripple displacements from cross-section slices of 3D Voronoi fields. - [32:09](https://www.youtube.com/watch?v=whPWKecazgM&t=1929s) Independent filmmakers can produce feature-caliber sci-fi environments and composited visual effects in a home garage by leveraging Blender alongside practical in-camera tricks like scratched Plexiglas anamorphic flares.

## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=whPWKecazgM&t=0s) Introduction and the Philosophy of "Lazy Tutorials"

Ian Hubert opens his talk by looking around the room for Blender Foundation chairman Ton Roosendaal, affectionately shouting out that Ton is probably his favorite person on the planet and confessing, “I'm your biggest fan.” Ian introduces himself as someone who has been making visual effects, films, and assorted wacky projects for about 25 years. In 2012, he had the opportunity to collaborate with an extraordinary group of people on the open-movie project *Tears of Steel*. More recently, he began publishing brief, fast-paced “lazy tutorials” online. He explains the driving motivation behind that format: in computer graphics, discovering a simple technique can instantly make an artist feel as though they are leveling up, like realizing the software can simulate cloth automatically. His goal is to compress those breakthrough moments into bite-sized pieces, heavily relying on camera mapping, image textures, and fast workflows.

Displaying a photorealistic environment built directly inside Blender, Hubert jokes about the nature of photorealism: photos look real simply because they are photos. While many artists deliberately pursue non-photoreal styles for stylized games and animations, Ian’s background is rooted firmly in visual effects, where speed and realism are paramount. When explaining why he avoids overcomplicating things, Hubert observes:

> “Still though like photos are photo real because they're they're photos and I love I love image textures and obviously it's not all the time lots of people are making you know beautiful animations or games with these cool styles that we're you know they're not trying to go for photo realism they're not trying to do like quick and dirty but I work mostly in visual effects where that is absolutely the name of the game and they're like they're really common.”

[01:30](https://www.youtube.com/watch?v=whPWKecazgM&t=90s) Camera Projection in 90s VFX and Film History

Hubert reminds the audience that projection mapping—variously referred to over the decades as photogrammetry, camera projection, or projection mapping—underpins many iconic visual effects shots from 1990s cinema. Using photographs mapped onto geometry lets artists bypass computationally expensive path tracing and complex shader networks because the lighting, reflections, and surface details are already baked into the original image. To prove how basic the underlying geometry can be, Hubert showcases a wall asset where a garbage can lid is literally stuck flat onto the polygon, noting that the entire model is composed of roughly 65 polygons.

He points out historical examples of this shortcut, such as the podrace sequence in *Star Wars: Episode I – The Phantom Menace*, where physical miniatures were built, photographed, and projected onto low-poly digital sets. He also points to David Fincher's *Fight Club*, marveling that while the filmmaking craft is incredible, any audience member could easily replicate the shot on their laptop today. Examining these historic shots closely reveals classic projection artifacts: a jug texture reprojected onto another jug behind it, or a thick cable placed on a floor purely to hide a seam where multiple photos were stitched together. Hubert emphasizes that these visible seams are universal in movie VFX, where duplicated background assets and human shortcuts appear everywhere if you pause a frame.

Reflecting on how needlessly intimidating 3D asset creation used to be presented, Ian recalls:

> “Unfortunately there is this guy and he kept me away from UV unwrapping for like literally 15 years because it's like you know you take your psychedelic quilt and then you wrap that around the donut and you export that into like Photoshop and you do your paint over I mean you bring it back and you line it all up and you're like oh that's cool you don't you just take the thing and you just say you just unwrap it.”

```mermaid flowchart TD accTitle: Camera Projection Mapping Workflow accDescr: Diagram showing the pipeline from photo capture through camera alignment, geometry modeling, projection, and final scene integration.

subgraph Capture["1. Capture & Camera Alignment"] A["On-set / Reference Photo"] --> B["fSpy / BLAM Calibration"] B --> C["Align Camera & Perspective"] end

subgraph Modeling["2. Geometry & UV Projection"] C --> D["Import Images as Planes / Primitives"] D --> E["Extrude Edges & Add Loops"] E --> F["Project from View UV Mapping"] end

subgraph Refinement["3. Materials & Scene Integration"] F --> G["Roughness / Clamped Specular Map"] G --> H["Mesh as Emission Light Source"] H --> I["Blend Foreground CG Assets"] end ```

[03:39](https://www.youtube.com/watch?v=whPWKecazgM&t=219s) Rapid Modeling from Planes and Real-World Textures

Hubert praises Blender’s built-in “Import Images as Planes” add-on as an indispensable tool, humorously speculating that some philosophers consider walls to be nothing more than single planar surfaces. Starting with a single textured plane, one can quickly extrude faces, align a ground plane, and cut edge loops. Aligning textures to natural geometry corners captures the subtle dirt and ambient occlusion "micro-biomes" that naturally collect in corners without having to paint them by hand. From there, simple bevels and turning default point lamps into Sun lamps produce a complete scene.

To illustrate, Hubert walks through an environment built from a casual photo snapped in his hallway. He extrudes low-poly meshes, carves window openings, and either assigns them a glossy shader to reflect the room or places another flat image behind the opening to simulate interior parallax. When projecting, he cautions against projecting directly straight-on from an orthographic axis, which introduces extreme stretching or shearing along perpendicular faces. He admits to taking photos in coffee shops and on city streets, loading them as Blender camera backgrounds, and modeling directly over them using "Project from View." For cubic objects, unwrapping is even simpler: matching initial corner vertices and adding edge loops keeps the texture aligned without manually tweaking UV maps, creating reusable assets that can be dropped into background sets indefinitely.

When discussing how to texture these fast assets without hand-painting complex maps, Hubert explains:

> “I worked on that shot a little bit more and somebody asked me if I hand painted the specular Maps it's like no no that's just plugged into the the roughness with a little clamp there so the darker values are reflective which is the you know it's not always the best way to do it but a lot of times they can get you a surprising for far away of the way.”

- **Corner Detail (“Micro-biomes”):** Real-world corners collect dust, grime, and contact shadows that are tedious to texture procedurally but come free when photos are aligned along natural architectural edges. - **Window Depth Options:** Windows can be cut out and given glossy materials to reflect the surroundings, or given a separate background plate placed slightly behind the wall to produce convincing interior depth. - **Shearing Fixes:** When straight-on camera projection shears along perpendicular geometry, reprojecting that specific face from an angled view or remapping it to a similar wood/concrete texture patch fixes the stretch immediately.

[06:33](https://www.youtube.com/watch?v=whPWKecazgM&t=393s) Post-Relighting, Camera Matching, and Practical Production Hacks

One of the most powerful benefits of camera projection is the ability to relight a photographic scene in post-production. Hubert highlights fSpy (formerly known as BLAM), a free standalone tool that calculates the original camera’s focal length and orientation based on vanishing lines. Once aligned, geometry can be modeled around the image, and occlusions can be resolved by sliding faces and reprojecting textures. Because the environment exists as 3D geometry, an artist can cast new digital shadows, introduce dynamic lighting, or set the textured geometry as an emission surface to project realistic bounce light and reflections directly onto synthetic objects.

Hubert shows how this technique allowed him to composite Blender Guru’s Grass Essentials into a living room photo with natural local lighting, and how he used it for dream-like surreal shots in a project created by his girlfriend. He also recounts a commercial job where the production crew failed to film driving footage of a car; by projecting behind-the-scenes still photos back onto a proxy car mesh and layering noise modifiers to simulate road vibration, he generated the missing driving plates entirely from scratch.

Turning to a personal scene involving a floating cabin interior over a snowy tundra, Hubert describes how camera matching allowed him to turn leftover cabin photos into a finished 3D sequence. He explains that human perception works in the artist's favor, as audiences actively try to make visual sense of what they see even if the alignment is slightly off. He wraps up the sequence by highlighting the professional utility of the method, describing how he was recently hired by a well-known television production to recreate a destroyed, iconic physical set using nothing but frame grabs from previously aired episodes.

Describing the late-night bursts of inspiration that fuel both his personal experiments and his commercial gigs, Hubert remarks:

> “I was able to put this whole thing together in a deceptive freetime unit which is the area between when I think I should go to bed and decide to just poke it one more thing and I actually go to bed like three hours later and that's when I get my most of the work done in in my life both personal kind of like this and and professional that's um because people totally pay you to do this too.”

[09:10](https://www.youtube.com/watch?v=whPWKecazgM&t=550s) The Spy Bunker and Ed Sheeran’s "South of the Border"

Ian Hubert discusses a commercial gig he wrapped up about a week and a half prior: the music video for Ed Sheeran’s song “South of the Border.” The project required an underground spy bunker reminiscent of a Batcave. Working late into the night, Ian rapidly assembled the scene using camera-projected textures over cubes, recycling small drawer assets from an earlier cabin project. When he presented the first draft, the director was thoroughly unimpressed: “I show the director and the director was like, ‘I hate it. It looks like the back of a grocery store.’ And I was like, ‘Ouch.’” To rescue the shot, Ian added a brick archway and used the monitors as actual emission light sources to illuminate the environment, which instantly won the director over.

Technically, almost the entire bunker set was generated via camera projection, stitching assets together and applying depth-map displacement onto flat planes. For vehicular movement, Ian utilized the Car-Rig Pro add-on, which lets the artist draw a single path curve while the tool calculates physical body roll and snaps the wheels directly to uneven terrain. Much of the job boiled down to giving the director post-production flexibility to reshape the viewer's experience—rescaling props, repositioning walls, or emphasizing focal elements long after the shoot wrapped.

- Music video: Ed Sheeran – *South of the Border* (features an underground high-tech spy bunker). - Projection technique: Camera projections mapped onto primitive geometry, with depth-map displacement applied to flat backgrounds. - Add-on used: Car-Rig Pro for automated wheel-ground snapping and physics curves. - Director pivot: Transforming a space resembling a supermarket stockroom into a moody spy lair by adding an illuminated brick arch and functional monitor glow.

[10:44](https://www.youtube.com/watch?v=whPWKecazgM&t=644s) The "Cheating" Debate and Blender as an Art Medium

Addressing the fast-and-loose nature of using photo textures and asset kits, Ian tackles the nagging internal question: is this cheating? He readily admits he has never laid a brick, studied architecture, or manually modeled every structural support from scratch; he simply harvests photographs and projects them onto cubes. However, he explains that his goal is never to build a physically accurate architectural model, but rather to craft an evocative 2D image that happens to contain a building.

From Ian’s perspective, the process is closer to photo collage than pure 3D drafting. Moreover, relying on modern software is already inherently unfair: “I’m effectively making a photo collage, and also I’m already cheating because I’m using this mind-meltingly powerful program that can like do 2D animation and simulate water and do characters.” Poking fun at Ton Roosendaal, Ian calls Blender the single greatest software program he has ever encountered—capable of simulating molecules or reconstructing ancient cathedrals—and expresses profound gratitude toward the software engineers whose complex algorithmic thinking makes his artistic shortcuts possible.

[11:48](https://www.youtube.com/watch?v=whPWKecazgM&t=708s) Craft vs. Technology: Lessons from 2011

Stepping back from the technical trickery, Ian cautions the audience against mistaking software button-pressing for artistic understanding. He recalls giving a similar conference presentation back in 2011, after which an attendee approached him looking frustrated. The man insisted that Ian was holding back trade secrets because he had demonstrated *how* to apply the textures without explaining *why* the final scenes looked good.

Ian emphasizes that Blender is not merely an automated pipeline where one presses the right sequence of buttons; it is a genuine, versatile artistic medium governed by the universal rules of craft. He compares learning 3D to learning how to draw: anyone can pick up a pencil—or make a left-click in modern software—and lay down a stroke on a page. The real work consists of the subsequent decades spent hating one's work while rewiring the brain to translate volumetric reality into expressive two-dimensional marks, lighting, and textures. Even when assembling pre-made assets from an external asset library, the final composition must filter through the artist's personal observational instincts.

[13:31](https://www.youtube.com/watch?v=whPWKecazgM&t=811s) Retrospective Failures: Nonsense Pipes and Chrome Space Starfish

To illustrate how technical aptitude without observational logic fails, Ian pulls up his own beginner work from 2002. He shows off an early futuristic city scene constructed out of three buildings and basic Boolean cutouts. With self-deprecating humor, he points out absurd architectural flaws: an exterior electrical box whose conduits crash directly into an open drainage line, a highway overpass running straight into a solid concrete retaining wall at fifty-five miles per hour, and two speed limit signs absurdly planted twenty feet apart. None of these mistakes came from software bottlenecks; they came from sheer laziness and an unwillingness to think through structural function.

```mermaid flowchart TD accTitle: The Trap of Premature Completion accDescr: A diagram illustrating the contrast between stopping early on a flashy model and refining an asset with realistic functional logic.

subgraph BeginnerTrap["Beginner Pitfall"] A["Start with Subsurf & Extrusions"] --> B["Build Flashy Object: Chrome Space Starfish"] B --> C["Stop Immediately & Wonder Why It Feels Off"] end

subgraph WorldBuildingApproach["Observational Approach"] D["Draft Initial Asset Concept"] --> E["Analyze Real-World Function & Plausibility"] E --> F["Add Story Details: Grease, Wear, Dispensing Slots"] F --> G["Grounded, Convincing Environment"] end ```

Ian points out that newcomers often fall into a trap when learning 3D modeling: they apply a Subsurf modifier, extrude random faces, and wonder why the result lacks punch compared to seasoned work. In Ian's eyes: “First of all, you made like this chrome space starfish, this is the dopest thing I’ve seen in my entire life, but also I spent like three days making the exact same thing—like, you just don't get to the point where you think it's done yet.” As another example, he displays an asset meant to be a street vending machine that dispenses paper takeout containers. While it featured emissive lighting, it completely lacked an opening wide enough for the food boxes to actually pass through. Knowing how things operate in reality makes the difference between empty geometry and believable worlds.

- 2002 portfolio critique: Boolean carports, nonsensical industrial piping that ends nowhere, and electrical meters placed directly next to moisture drains. - Roadway absurdities: Speed limit signs repeated every 20 feet and an overpass dead-ending into retaining masonry. - Vending machine flaw: Takeout containers placed next to a dispenser that had no physical slot large enough to eject them.

[15:34](https://www.youtube.com/watch?v=whPWKecazgM&t=934s) World Building and the Obsession with Inane Details

This brings Ian to the core thesis of his presentation: world building. In fiction writing, filmmaking, or series production, world building requires establishing the interconnected machinery of an imaginary society—its governing systems, predominant religions, economy, climate, and level of technology. Once an artist begins thinking in these terms, their brain re-programs how it perceives physical surroundings. Every mundane real-world detail turns into a design clue waiting to be harvested.

```mermaid flowchart LR accTitle: The World Building Observation Loop accDescr: A flowchart depicting how world building transforms everyday observations into 3D environmental assets.

subgraph Reality["The Real World"] A["Notice Inane Details: Dents, Footprints, Door Oils"] B["Question Provenance: Wikipedia, History, Function"] end

subgraph Studio["The Digital Asset"] C["Incorporate Believable Wear & Plausibility"] D["Shared Assets on Blend Swap"] end

A --> B B --> C C --> D D --> A ```

Ian describes how this mindset leads to a manic, hyper-attentive relationship with ordinary objects. You find yourself fixating on the tiny dents on a brass doorknob, divergent wet footprints trailing across a lobby floor, or the dark patina of skin oils deposited on the push-plate of a heavily trafficked door. In an introspective tangent, he reflects on the existential melancholy of hoarding these fleeting sensory details, wondering whether the impulse to preserve everyday life in 3D comes from love or deep-seated fear.

This compulsive observation drives artists down bizarre rabbit holes—such as modeling a municipal fire hydrant, suddenly feeling you have failed to capture its essence, and spending hours reading Wikipedia articles on its historic inventor or searching the internet to buy one. Ian confesses that he may or may not personally own an actual commercial vending machine and half a dozen industrial beacons. He closes the segment by spotlighting roadside marquee reader boards. He adores them because they represent awkward small businesses attempting to speak directly to the public through manual plastic lettering—including one unchanging sign in his hometown that he has monitored for four consecutive years—and mentions that he shared a free reader-board asset pack on Blend Swap so others can indulge the same obsession.

- Core definition: World building is mapping the systemic interplay of currency, politics, climate, and infrastructure within a setting. - Everyday texture cues: Dented doorknobs, evaporated water tracks, and accumulated hand grime on public entryways. - Physical asset collecting: Researching antique fire hydrants and hoarding commercial props (vending machines and rotating beacons). - Reader boards: Small business letter-board signs used as personal storytelling assets; Ian made his custom rig available for free on Blend Swap.

[17:52](https://www.youtube.com/watch?v=whPWKecazgM&t=1072s) Reader Boards, Subtle Exposition, and Pre-Visualizing in Blender

Ian Hubert discusses how signage and physical artifacts “phase in and out of relevance like an old friend.” He shows an image of a weathered local landmark sign from a nearby town—an old reader board where the plastic letters have broken apart and fallen away until the text reads like nonsense, resembling an accidental anagram or mystery. Hubert notes that while modern merchandising has slapped the design onto t-shirts and somewhat ruined its charm, reader boards remain a powerful narrative device for conveying world transitions and exposition. Defining exposition as the contextual information you need the audience to absorb about the narrative world, he jokes about a real-world photo he took in Amsterdam featuring accidental occlusions on a sign that turned a standard travel notice into “weekday anal tours.”

```mermaid flowchart TD accTitle: Narrative Exposition Spectrum accDescr: Visualizing the range of narrative exposition styles from heavy-handed to subtle environmental storytelling.

subgraph Heavy["Heavy-Handed / On-the-Nose"] A["Convenient graffiti slogans on brick walls"] B["TV newscasts reporting only protagonist-relevant crimes"] C["Newspapers stating explicit plot points"] end

subgraph Subtle["Subtle / Environmental"] D["Weathered reader boards losing letters"] E["Accidental real-world sign cutoffs"] F["Audience piecing together mood and tone"] end

Heavy -.->|"Preferred alternative"| Subtle ```

Hubert cautions against clumsy, on-the-nose delivery methods where counterculture groups conveniently spray-paint explicit slogans onto pristine brick walls directly behind characters, or television newscasts happen to report solely on crimes tied to the protagonist. Instead, he favors subtler background cues where the audience has to work slightly harder to absorb the world’s mood. When building out lore, he recommends using personal wikis, coffee-shop notepad doodles, and node-based mind mapping to flesh out world systems. However, while he admires traditional 2D concept art, he finds it far more practical to bypass ink and sketch directly in 3D:

> “I always see such cool concept art and I was thinking man I want to I want to have to make concept art but it turns out the fastest way for me to think is actually mocking stuff up in blender you can just rotate scale flip copy paste and all of that instead of like committing ink to a into a page I just had I don't draw a lot and I never have anything to do with it so I put them all here.”

- Exposition can easily feel forced if backdrops are filled with overly neat, narrative-dictated text. - Brainstorming world lore can begin anywhere—from mock newspapers to interconnected wiki nodes. - Using 3D software for rapid conceptualization allows immediate manipulation (scaling, rotating, duplicating) without the permanence of drawing on paper.

---

[20:09](https://www.youtube.com/watch?v=whPWKecazgM&t=1209s) VFX Supervision on *Prospect*: Tactile Worlds and Practical CG

Reflecting on his role as the visual effects supervisor on the sci-fi feature film *Prospect*, Hubert contrasts its design approach with typical low-budget productions. On ordinary shoots, the art department arrives the day before filming armed with gray paint, four-by-eight plywood boards, and hot-glued discarded motherboards to fake a spaceship interior. For *Prospect*, the production team rented a warehouse for seven months to design every asset from scratch using CAD programs, precision CNC machining, bespoke custom fonts, and fully realized physical sets assembled like interlocking puzzles.

```mermaid flowchart LR accTitle: Prospect Visual Effects Pipeline accDescr: The hybrid approach used on the film Prospect mixing physical miniatures, CAD sets, custom lenses, and CGI.

subgraph Design["Design & Pre-Vis"] A["CAD Modeling & Custom Fonts"] --> B["CNC Cutouts & Set Builds"] C["Blender CG Ship Models"] --> D["4-Foot Physical Miniatures"] end

subgraph Production["Camera & Lighting"] B --> E["Filming Through Windows / Custom Lenses"] D --> E E --> F["Matching Real-World Sunlight Angles"] end

subgraph Post["Post-Production"] F --> G["CG Extensions & In-World Logos"] G --> H["2,000 Dust Particle Passes"] end ```

To preserve immersion, the camera was deliberately constrained to human perspectives. Rather than providing sweeping, cinematic "God’s eye" angles of spaceships, the camera remained trapped inside cockpits looking through dirt-streaked windows, making claustrophobia and danger immediate for the audience. Hubert created 3D digital ship assets that practical modelers turned into four-foot physical miniatures to capture authentic tactile surface responses under studio lights. When building massive CG freighters packed with dense surface greebles, matching real-world lighting required careful study of archival Apollo mission photography, noting that cameras exposed for direct daylight in space capture almost no background stars.

> “This was like 2,000 shots so just adding this constant dust anytime they're out on a planet which if you have a chance to put dust in like 2,000 shots over the period of a summer I I recommend go for it.”

- *Prospect*'s production built full-size practical cockpit foregrounds shot through custom lenses to integrate seamlessly with Hubert's background CG environments. - Freighter shipping containers were detailed with intricate, barely perceptible corporate logos to establish in-universe corporate reality. - Lighting rigs for space scenes utilized physical arms to mirror harsh direct sunlight, requiring meticulous continuity management. - Hubert executed atmospheric dust passes across approximately 2,000 shots throughout a single summer.

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[22:17](https://www.youtube.com/watch?v=whPWKecazgM&t=1337s) Expanding the *Dynamo* Universe: In-World Maps and Church Studio Sets

Turning to personal projects, Hubert describes reviving and expanding his long-running *Dynamo* universe. He highlights an extensive sci-fi marketplace sequence packed with micro-details, emphasizing how much fun it is to create artifacts that exist natively within the fiction:

> “I love designing maps that exists in world because it's like somebody in the world built this map for other people that are also in the world and it's fun to kind of be able to exist in in that in that zone.”

Hubert explains that mapping a fictional world’s geography or transit systems—such as a complex subway transit chart designed with his collaborator Paul Spooner—gives creators immediate insight into the friction, duration, and sensory texture of a character moving between two locations. He also hides visual Easter eggs within these environments, including the iconic tower asset from the open-source Blender short film *Tears of Steel*.

```mermaid flowchart TD accTitle: Church Studio Hybrid Set Workflow accDescr: The production loop of designing sets in Blender, fabricating them practically, and projecting textures back onto CG geometry.

A["Mock up set dimensions in Blender"] --> B["Construct practical physical set in church studio"] B --> C["Shoot 90% of coverage on practical set backing"] B --> D["Photograph real-world physical set elements"] D --> E["Project photos back onto 3D geometry in Blender"] E --> F["Seamless CG set extensions for wide angles"] ```

To avoid spending endless months stuck in post-production visual effects on green-screen footage, Hubert purchased an old church in the Pacific Northwest woods to build practical film sets. His workflow bridges the physical and digital: sets are mocked up in Blender first, constructed physically with real lumber and found items, and then photographed. Those photographs are camera-projected back onto rough 3D geometry inside Blender. By fully dressing the physical set behind the actors, 90 percent of dialogue close-ups require zero visual effects, reserving CG extensions only for wider pulled-back angles. Green screens placed behind foreground windows are intentionally dressed with natural clutter, using ambient real-world texture as tracking markers alongside practical lighting tricks, such as a silhouetted motorized chicken that casts atmospheric shadows across the set.

- Designing a fictional subway network grounds narrative travel times and enriches character journeys. - Purchasing a decommissioned church provided a large interior staging ground for high-ceiling set construction. - Camera-mapping high-resolution set photography onto primitive 3D models enables effortless perspective matching between real footage and digital extensions. - Keeping green screens deliberately messy and uneven provides organic tracking features, bypassing the need for dedicated tracking markers.

---

[24:36](https://www.youtube.com/watch?v=whPWKecazgM&t=1476s) The "Lazy Tutorials" Phenomenon: Swarming Moths and Personal Resonance

Hubert screens his rapid-fire, viral "Lazy Tutorial" on simulating swarms of moths around light sources in Blender. The tutorial runs through the entire process at breakneck speed: modeling a low-effort moth with wings down, adding a shape key with wings elevated, inserting a noise modifier into the Graph Editor to produce chaotic wing flutter, and duplicating the meshes with offset noise values into a designated collection. He feeds this collection into an emitter particle system using Boids physics, zeroing out the mass and configuring a single behavioral rule in the Boid brain: "Follow the Leader," assigning an omnidirectional scene lamp as the leader target.

```mermaid flowchart LR accTitle: Boid Particle Moth Simulation accDescr: Step-by-step logic of creating a procedural moth swarm around a light source in Blender.

subgraph Mesh["1. Mesh & Rig"] A["Moth base shape key"] --> B["Wings-up shape key"] B --> C["Graph Editor noise modifier"] C --> D["Duplicate 6x with offset noise"] end

subgraph Particle["2. Particle & Boids"] D --> E["Particle Emitter Collection"] E --> F["Physics: Boids"] F --> G["Rule: Follow the Leader"] end

subgraph Target["3. Target & Polish"] G --> H["Leader set to Lamp"] H --> I["Tune personal space & max speed"] I --> J["Organic swarming behavior"] end ```

The tutorial humorously captures Hubert's signature tongue-in-cheek voice:

> “Now that you have this put them anywhere you can make a lazy scene and add moths and people be like wow you've even added moths and you'll be like yeah I did and I taught them to love moths add realism to anything.”

Hubert remarks on the runaway success of the format, noting that while hundreds of thousands of beginners watched the micro-tutorials thinking Blender would be effortless, he had to spend hours in the YouTube comment section answering tech support questions and redirecting newcomers to introductory materials like Andrew Price’s Donut series. He concludes by breaking down the emotional history behind the tutorial's throwaway end scene—a single streetlamp on a grassy hill overlooking a distant city. Though produced rapidly, the shot drew deeply from personal memories: a floor lamp he owned as a child, summer evenings spent at Gas Works Park in Seattle, the aesthetic tone of Hayao Miyazaki's *Kiki's Delivery Service*, and an earlier grass dolly shot he once achieved using a cheap handmade rig that captured the look of a million-dollar production.

- Moths are animated with zero keyframed wing cycles, relying entirely on automated noise modifiers within the Graph Editor. - Boids physics requires minimal property tweaks—primarily mass, max speed, angular velocity, and personal space—to simulate insect flight patterns. - Fast-paced, comedic micro-tutorials can inadvertently mislead beginners about software complexity, requiring clear signposting toward foundational tutorials. - Throwaway visual effects exercises become richer when artists subconsciously ground lighting, composition, and prop choices in real lived experiences.

[26:42](https://www.youtube.com/watch?v=whPWKecazgM&t=1602s) The Aesthetic of Memory, Grass Essentials, and the Neural Network of Experience

Ian Hubert reflects on how visual aesthetics and personal history intertwine in cinematography and 3D art. He points out how shallow depth of field became ubiquitous with the rise of 2012 DSLRs: filmmakers suddenly had the ability to shoot with razor-thin depth of field and thought, "that's the cinematic look," though in hindsight it was simply the "2012 DSLR YouTube look." From a purely technical standpoint, however, shooting at night simply demands opening the aperture to let enough light reach the sensor.

Hubert ties this artistic impulse to his personal projects, recalling a music video he shot four years earlier where he drove across town and jumped around attempting to capture the true essence of grass. He became thoroughly obsessed with recreating it until Andrew Price (Blender Guru) released *The Grass Essentials* asset pack. Hubert jokingly describes the internal crisis that followed: his soul felt at peace, yet his ego protested that he hadn't built it himself, to which his soul replied, “look kid this thing is wild rye uncut learn your place.”

He traces his visual motifs back to specific life memories, such as the radio tower beacons blinking in the background of his scenes. He filmed some at his best friend's brother's wedding, but the fascination originated in childhood: his father worked in radio, taking young Ian out to transmitter buildings. Hubert would sit waiting inside the vans so the transmitter radiation wouldn't fry his brain, staring up at the blinking beacons in the night sky. Drawing from these memories, he argues that individual life history directly informs creative output: “You are a giant neural network and that's why I get excited whenever anybody's saying they're gonna make a film or art or anything because they're gonna be making something that only they can make.”

- **Cinematography:** Shallow depth of field was widely equated with cinematic quality during the early 2010s DSLR boom, but it also serves the practical purpose of capturing low-light nighttime environments. - **Grass Obsession:** Hubert attempted to procedurally model and capture grass variations across town before realizing pre-made assets like Blender Guru's *The Grass Essentials* solved the problem better than reinventing it. - **Childhood Beacon Motif:** Radio transmitter towers and blinking warning lights are recurring background elements derived from waiting in his father's work van as a kid.

---

[28:02](https://www.youtube.com/watch?v=whPWKecazgM&t=1682s) Bypassing Inaccurate Mental Concepts with Direct Reference

Addressing artists who feel overwhelmed or lack decades of observing everyday details like grease smudges on doors, Hubert emphasizes that encyclopedic memory is unnecessary when one uses solid reference material. When people imagine everyday objects—whether a house, an airplane, or a car—they default to a simplified, cartoonish mental shortcut. Consequently, attempts to draw or model that object directly from the imagination result in disappointing work. Hubert argues that this failure is simply “an accurate representation of an inaccurate mental concept.”

```mermaid flowchart TD accTitle: Mental Concept vs Reference Workflow accDescr: Diagram contrasting drawing from an inaccurate mental shortcut against using direct reference to build an accurate model.

subgraph Imagination ["Working Without Reference"] A["Mental Shortcut / Cartoonish Idea"] --> B["Flawed 3D / 2D Attempt"] B --> C["Accurate Representation of an Inaccurate Mental Concept"] end

subgraph Referenced ["Working With Reference"] D["External Observation / Photographic Reference"] --> E["Bypasses Mental Shortcut"] E --> F["Believable CG Scene Breakdown"] end ```

Reference completely bypasses this mental distortion. While Hubert acknowledges that the translation from observation to a personal mental concept is as pure a definition of art as any, actively gathering reference systematically refines and corrects that mental model. Once an artist begins dissecting the natural world to recreate it in Blender, that analytical mindset takes hold everywhere. Nature proves particularly fascinating because it consists of raw randomness bound by strict structural rules—an interplay that Blender's procedural toolsets simulate effectively.

- **Mental Models:** Direct imagination produces simplified caricatures of complex objects; reference acts as an objective reality check. - **Artistic Translation:** Art lies in the pipeline between observation, cognitive processing, and final execution, but accurate observation keeps the foundation grounded. - **Nature's Logic:** Organic environments are ideal for proceduralism because they pair chaotic variation with rigid mathematical systems.

---

[29:16](https://www.youtube.com/watch?v=whPWKecazgM&t=1756s) Procedural Textures, Rainy Parking Lots, and Traffic Sim Disasters

As Hubert delved into procedural textures, he began spotting overlapping math patterns across natural elements—from pinecone spirals and grass distributions to the dappled sunlight filtering through trees. All of these forms can be approximated with procedural noise and Voronoi textures. While stepping out to eat in the middle of preparing his conference presentation, Hubert watched heavy rain hit a parking lot and immediately started reverse-engineering the puddles in Blender. Knowing that Voronoi nodes resemble Swiss cheese in 3D space, he realized that slicing a 2D plane through moving 3D Voronoi spheres could generate expanding and contracting ripples for surface displacement. While he admits this is only a tiny fraction of what dedicated procedural artists accomplish, experimenting with the concept captures the essence of the phenomenon.

```mermaid flowchart LR accTitle: Procedural Rain Ripple Approximation accDescr: Flowchart showing how slicing a 3D Voronoi texture produces displacement for water ripples.

A["3D Voronoi Texture ('Swiss Cheese')"] --> B["Cross-Section Slice via 2D Plane"] B --> C["Expanding / Contracting Displacements"] C --> D["Rain Ripple Illusion"] ```

Hubert applied that same experimental approach to traffic systems, with mixed and humorous results. While moving cars at uniform speeds on a single axis is trivial, adding physics constraints resulted in instant bottlenecks: vehicles jammed at intersections, unable to advance, until he realized he had accidentally simulated real-world road rage. He also experimented with a four-dimensional approach—a dense, intersecting mass of paths dubbed "dark spaghetti" intersected with a boolean cutter—which failed visually despite being conceptually interesting.

He notes a similar principle applies to mass-scale technology and sci-fi greebles: complex machinery can be abstracted because viewers assume that intricate surface detail serves an authentic mechanical purpose, much like the exterior hull of a Star Wars Star Destroyer. Rather than unwrapping complex models by hand, Hubert humorously points out his own past bad habits, such as relying on box-mapping workarounds with sacrificial boundary vertices rather than proper UVs: “don't listen to anything I say because that's that's that's don't do that.”

- **Voronoi Water Ripples:** Moving a 3D Voronoi field through a flat plane produces concentric circular cross-sections that drive displacement maps for falling rain. - **Simulated Traffic Gridlock:** Physics-constrained traffic simulations quickly backed up into angry, gridlocked jams when intersection clearance was omitted. - **Greebles and NASA Scraps:** High-density surface greebles trick the eye into seeing purposeful functional complexity on vehicles and sci-fi structures without requiring bespoke modeling for every component. - **Core Advice Summary:** Observe reality, rely on references, leverage photos and photogrammetry scans instead of reinventing the wheel, and do not be afraid to overthink details—while keeping the process fun.

---

[32:09](https://www.youtube.com/watch?v=whPWKecazgM&t=1929s) Preview of *Dynamo Dream* Project Footage

Hubert wraps up his presentation by screening a raw, three-minute work-in-progress preview of his narrative sci-fi project (later titled *Dynamo Dream*). He warns the audience that the edit is unfinished, featuring temporary audio and scratch tracks where he can be heard directing off-camera. He talks over the footage as it plays, pointing out shots that lean heavily on digital world-building and practical visual tricks alike.

As the sequence unfolds on screen, Hubert provides running commentary on the various elements: - **World Dressing:** Flying birds and intricate canal systems populate the city backdrops, incorporating insect motifs and ant-inspired mechanics. - **Scratched Plexiglass Practical Effect:** Pointing out a sparkling, anamorphic lens flare effect across the screen, Hubert reveals there was no CG involved: “I used sandpaper and I just scraped a piece of Plexiglas” to produce the flares practically in front of the lens. - **Narrative Elements:** A sequence showing merchants and a character saluting plays without the final dialogue pass, which Hubert intentionally muted to avoid spoiling the storyline before release.

Hubert concludes by highlighting that the entire sequence—complete with complex VFX environments, digital doubles, and compositing—was produced independently in a garage using Blender, proving the power of accessible open-source software before thanking the audience: “that's all just done in a garage with like this amazing software so that's that's my talk thank you.”

## Notable quotes > [26:42](https://www.youtube.com/watch?v=whPWKecazgM&t=1602s) You are a giant neural network and that's why I get excited whenever anybody's saying they're gonna make a film or art or anything because they're gonna be making something that only they can make. — Ian Hubert

## Mentioned Blender, Ian Hubert, Ton Roosendaal, Tears of Steel, Star Wars: Episode I – The Phantom Menace, David Fincher, Fight Club, fSpy, BLAM, Andrew Price, The Grass Essentials, Ed Sheeran, South of the Border, Car-Rig Pro, Blend Swap, Prospect, Paul Spooner, Dynamo, Dynamo Dream, Hayao Miyazaki, Kiki's Delivery Service

## Video description Support core Blender development - https://fund.blender.org

[Source](https://www.youtube.com/watch?v=whPWKecazgM)

中文简报

Hubert在Blender中以照片投影替代复杂3D模型 当艺术家将现实照片投影到基础几何体上,而非手动模拟复杂的材质与结构时,视觉特效能更快达到逼真的照片级质感。 Ian Hubert展示了他务实的视觉特效制作方法,演示了如何利用摄像机投影贴图、照片纹理以及低多边形几何体,来绕过繁琐的着色器网络和复杂的建模流程。结合20世纪90年代的经典视觉特效、他走红的“Lazy Tutorials”(偷懒教程)、商业项目以及故事片《Prospect》中的实例,他解释了快捷的照片技巧如何为场景奠定真实的光影与污垢质感。除了软件操作技巧外,Hubert指出,令人信服的世界观构建依赖于对现实世界的敏锐观察,艺术家需要研究日常物品的功能逻辑与细微磨损,而不是依赖带有偏差的思维捷径。最后,他播放了带有实时解说的科幻剧集《Dynamo Dream》未公开预览片段,以此证明仅凭开源工具在车库中也能独立搭建出电影级的世界。 摄像机投影贴图允许视觉特效艺术家将现实世界的照片直接投影到低多边形几何体上,从而绕过复杂的着色器以及计算成本高昂的路径追踪。 (1:30) 3D制作中真正的视觉保真度主要依赖于现实世界的功能逻辑与参考,而非单纯依赖思维定势或高面数模型。 (13:31) 将实体布景、微缩模型与基于摄像机贴图的数字场景延伸相结合的混合制作方法,能够大幅降低后期视觉特效的开销。 (22:17) 借助曲线编辑器噪波修改器、3D Voronoi纹理切片等快速程序化技巧,能够以极低的计算量模拟虫群和雨水涟漪等复杂的有机现象。 (24:36)

Reading summary

Visual effects artist Ian Hubert argues that convincing, cinematic world building relies on blending fast image-projection shortcuts with deep observational craft, rather than brute-force 3D modeling. Camera Projection as an Efficient Production Shortcut (1:30) Hubert champions camera projection and photo-mapping as foundational techniques that bypass costly path tracing and elaborate shader networks. By projecting real-world photography onto simple, low-poly geometry—often starting with single planes via Blender's "Import Images as Planes" add-on—the lighting, texture, and natural surface wear are already captured in the image. He notes this approach mirrors 1990s visual effects pipelines, such as the podrace miniatures in Star Wars: Episode I and camera moves in Fight Club, where low-polygon sets rely on baked photographic detail. Even rough approximations, like mapping a photo over a 65-polygon wall asset, hold up on screen when camera perspective and vanishing lines are calibrated with tools like fSpy. Craft, Plausibility, and the Limits of Software (11:48) While modern software makes technical operations accessible, Hubert stresses that digital tools cannot substitute for real-world observational logic. Reviewing his beginner work from 2002, he identifies absurd design errors—such as electrical conduits plunging into moisture drainage pipes, speed limit signs placed twenty feet apart, and food dispensers lacking exit slots large enough for the containers. Beginners frequently assemble flashy objects, such as extruding geometry into complex shapes, but abandon them before working out their functional mechanics. For Hubert, believable environments require artists to understand how objects wear down, collect grime in structural corners, and physically operate. Everyday Observation and Subtlety in World Building (15:34) Hubert defines world building as establishing the interconnected systems of a fictional society—its climate, transport, infrastructure, and governance. This mindset causes creators to fixate on subtle environmental artifacts: skin oils tarnishing door push-plates, footprints across wet lobbies, and weathered municipal signage. In narrative design, Hubert advises against heavy-handed exposition, such as convenient graffiti slogans or on-the-nose television broadcasts, favoring ambiguous details like decaying reader boards that require the viewer to piece the atmosphere together. When fleshing out concepts, he finds mocking up proxy shapes directly in 3D faster and more flexible than traditional 2D drafting. Hybrid Physical-Digital Pipelines in Feature Production (20:09) Hubert demonstrates how mixing physical fabrication with digital extensions accelerates production while maintaining tactile realism. On the feature film Prospect, the production spent seven months designing CAD-cut sets, matching camera angles through dirty glass, and building four-foot physical miniatures to yield authentic lighting that integrated with CG assets across roughly 2,000 shots. Similarly, for his independent Dynamo universe, Hubert constructed physical sets inside an old church. By shooting actors against fully dressed practical corners and projecting set photography back onto rough digital geometry, ninety percent of dialogue coverage required no green-screen compositing, leaving CGI solely for wide environmental extensions. Bypassing Flawed Mental Models Through Reference (28:02) Hubert warns that human memory defaults to simplified, cartoonish mental concepts of common objects like vehicles or buildings; attempting to model directly from imagination produces accurate representations of flawed concepts. Direct photographic reference corrects these distortions by exposing how natural elements behave. By analyzing procedural math patterns, Hubert demonstrates using sliced 3D Voronoi fields to simulate expanding rain ripples, or applying Boids particle systems with single behavioral rules to animate swarms of moths around lamps. He emphasizes that incorporating specific lived memories and personal references lends visual scenes authenticity that generic computer-generated assets lack. Hubert concludes that open-source software like Blender enables solo artists to produce studio-grade visual effects inside domestic spaces. The central artistic challenge remains training one's eye to observe the mechanics, wear, and nuances of the physical world before translating them into digital environments.

精炼阅读摘要

视觉特效创作者 Ian Hubert 指出,数字世界构建的核心在于将相机投影等快速拼贴技巧与对现实细节的深刻观察相结合,利用廉价技术与参考资料绕过繁琐建模,从而高效创造出可信的电影级环境。 摄影投影:高效写实与照片拼贴法 (1:30) Hubert 认为,照片之所以逼真正是因为它们直接来源于现实。在追求极限制作速度的视觉特效领域,利用摄影投影技术(Camera Projection)将真实照片投射到简单低模几何体上,可以绕过高成本的路径追踪渲染和复杂着色器网络,因为光影、反射与污渍细节已在原始图像中预先固化。这一技术自 20 世纪 90 年代起就被《星球大战前传一》与《搏击俱乐部》等电影广泛采用,其背后的三维模型有时仅有数十个面,背景接缝与瑕疵也往往隐藏在巧妙摆放的杂物之后。 在具体操作中,Hubert 极力推崇 Blender 自带的“Import Images as Planes”插件与 fSpy 相机透视匹配工具。从街头随手拍摄的一张门厅照片出发,创作者只需挤出面、切割边线、并将自然角落与照片污垢对齐,即可连同环境光遮蔽一并还原,避免了耗时的手动贴图展开。对于室内场景,利用开窗后的高光材质或放置带有微小视差的平面贴图即可表现深度;若遭遇垂直面拉伸,只需重新换角投影或贴上类似纹理。即便面对商业项目中的临时变卦,这种照片投射低模结合自发光材质的快速拼装手段,也能在极短时间内把空洞的布景抢救为富有氛围的镜头。 观察现实:跳出新手误区与建立功能逻辑 (13:31) Hubert 警告初学者不要将软件操作误当成艺术创作。学习三维技术如同学习绘画,在画布上落笔并不难,难点在于训练大脑如何把三维世界翻译为二维视觉符号。他调侃自己早期的失败之作——例如布尔运算切出通往死路的高速路立交桥,或没有出餐口的街头外卖贩卖机——以此指出许多新手常陷入制作“镀铬太空海星”的陷阱:仅仅堆砌表面细分和无规律的挤出,却忽略了物体的物理功能与现实合理性。 可信的环境构建依赖于对琐碎日常细节的病态观察与归纳。铜门把手上的细小凹痕、大堂地板上逐渐蒸发的水脚印、高频推门处积累的人体皮脂污垢,乃至街边年久失修、字母掉落的文字招牌,都是承载生活痕迹与世界背景的载体。Hubert 提出,凭空想象去创作往往只会生成扁平且卡通化的心智模型,而直接对照现实参考(Reference)则是纠正这种认知偏差的唯一捷径;当物体的结构设计符合真实的磨损与运作逻辑时,虚拟场景才能真正摆脱廉价感。 虚实共生:混合制片管线与程序化模拟 (20:09) 在电影《Prospect》与个人科幻项目《Dynamo》的开发中,Hubert 展示了实体布景与数字扩展高度融合的制作流程。为了避免长达数月的绿幕抠像与后期脱节,他在老教堂内部用真实木料搭建起具备高天花板的物理布景,并通过定制镜头与极具压迫感的人类第一视角进行拍摄,使 90% 的近景对白镜头完全免除特效介入。现场搭建的道具随后被拍摄并反向投影回 Blender 粗模中,用于无缝衔接广角镜头的数字化延伸,同时刻意保持绿幕布景的杂乱以提供天然的追踪点。 在快速动效与环境填充方面,Hubert 善于将极简技巧与数学规律结合。在制作飞蛾扑灯教程时,他仅利用噪波修改器驱动形变动画,再配合 Boids 群组物理系统的“跟随领袖”规则锁定光源,便能程序化生成极具说服力的昆虫群飞效果。此外,通过让二维平面穿过三维 Voronoi 噪波切片,可以模拟雨水落入水坑的涟漪位移;而在飞船与复杂器械表面铺设密集的零件细节(Greebles),则巧妙地利用了观众默认复杂机械必有其功能的心理认知,省去了为每个零部件单独建模的巨大工作量。 Hubert 总结指出,个人经历与记忆是驱动艺术风格的独特神经中枢;随着 Blender 等开源工具的普及,独立创作者即便仅在车库中使用照片拼贴与低成本实拍辅助,也完全有能力构建出宏大而细腻的电影级视觉奇观。

Detailed notes — zh

## Background 本视频由官方频道 Blender 于 2019 年 10 月 24 日发布在 YouTube 上,记录了视觉特效艺术家兼独立电影人 Ian Hubert 的主题演讲。页面简介中呼吁观众支持 Blender 的核心开发基金(fund.blender.org)。 ## TL;DR Ian Hubert 系统拆解了他极速构建照片级逼真三维场景的“快糙猛”工作流,核心在于利用现实照片投射(Camera Projection)、极简低模搭建以及反向发光平面重新打光。他结合参与好莱坞电影《末路追击》、商业 MV 以及个人独立科幻剧集《Dynamo Dream》的实战经历,指出 CG 场景构建的本质不是冰冷的技术参数,而是对现实生活痕迹的敏锐洞察与拼贴艺术。最后,他通过分享飞蛾粒子动画、程序化噪波实验与车库实拍手作道具的技巧,鼓励创作者跳出从零造轮子的思维盲区,用个人独特的记忆与视角去丰富世界观。 ## Atmosphere & style 整场演讲洋溢着极具感染力的朋克手作精神与自嘲式幽默,现场笑声与掌声不断。Ian 语速飞快、手势丰富,时而毫无包袱地展示自己二十年前荒诞漏电的早期布尔模型,时而陷入对现实门把手油渍与童年无线电塔记忆的感伤凝视,情绪弧线在极客硬核干货与诗意人文情怀之间自如穿梭。聆听这场演讲就像在深夜围观一位极具天赋却满嘴跑火车的技术怪才,在杂乱的车库里一边向你兜售“偷懒作弊”偏方,一边用纯粹的开源工具徒手搓出一座令人叹为观止的赛博朋克宇宙。 ## Bulletin - [01:01](https://www.youtube.com/watch?v=whPWKecazgM&t=61s) Ian Hubert 展示了基于摄像机投影(Camera Projection)与低多边形建模的快速场景搭建工作流,利用真实照片烘焙的光影与质感,创作者在普通电脑上即可低成本还原好莱坞级写实背景。 - [20:09](https://www.youtube.com/watch?v=whPWKecazgM&t=1209s) 在电影《末路追击》(Prospect)与个人项目《Dynamo Dream》中,Hubert 结合 CAD/CNC 实体仓储置景、微缩模型以及有机玻璃刮擦实拍光效,证明了实物手作与 3D 投影的高效互补性。 - [28:02](https://www.youtube.com/watch?v=whPWKecazgM&t=1682s) 针对 3D 创作者的认知偏差,Hubert 指出大脑往往容易过度简化现实物体,必须依赖严谨的参考图(Reference)打破主观心智模型,并善用程序化纹理模拟自然界的微观细节。 - [11:48](https://www.youtube.com/watch?v=whPWKecazgM&t=708s) Hubert 强调世界观构建(World Building)的本质是观察生活中的微观痕迹与运作逻辑,而非盲目寻找软件中的“魔术按钮”,个人独特的生命经验构成了艺术创作的核心神经网络。 ## Key takeaways - [03:19](https://www.youtube.com/watch?v=whPWKecazgM&t=199s) 利用“图像导入为平面”(Images as Planes)配合微偏移视角投影,可免去复杂的传统 UV 展开与路径追踪计算,以数十个多边形快速生成逼真资产。 - [06:33](https://www.youtube.com/watch?v=whPWKecazgM&t=393s) 重新打光(Relighting)与发射平面技术可反向利用投射照片为场景中新加入的三维模型提供真实的局部环境光与反射。 - [09:10](https://www.youtube.com/watch?v=whPWKecazgM&t=550s) 场景构建的核心是做出一张刚好包含建筑的整体漂亮画面(数字拼贴画),而不是孤立地追求建造一栋完美的 CG 建筑。 - [11:48](https://www.youtube.com/watch?v=whPWKecazgM&t=708s) 工具操作不等于艺术审美,初学者常将简单的按键流程误认为成品的关键,忽视了艺术家重构观察方式所投入的长久磨砺。 - [13:31](https://www.youtube.com/watch?v=whPWKecazgM&t=811s) 早期创作最常见的硬伤是自满与逻辑漏洞(如不合常理的电线走线和缺乏出货口的售货机),模型需要经过生活逻辑的反复推敲。 - [15:34](https://www.youtube.com/watch?v=whPWKecazgM&t=934s) 真正的世界构建要求推导政治、宗教、货币与气候等底层运作法则,这种思维方式促使艺术家痴迷于记录现实中微小的磨损与痕迹。 - [17:52](https://www.youtube.com/watch?v=whPWKecazgM&t=1072s) 在场景中交代背景设定(Exposition)应追求隐晦与氛围感(如利用旧看板与报纸),避免生硬直白的标语或巧合新闻。 - [20:09](https://www.youtube.com/watch?v=whPWKecazgM&t=1209s) 电影《末路追击》通过受限的主观视角强化幽闭感,并严格依据阿波罗登月照片的光学规律,在向光曝光下省去背景深空星光以呈现真实太空质感。 - [22:17](https://www.youtube.com/watch?v=whPWKecazgM&t=1337s) 将废旧教堂改造成实体摄影棚,利用现场杂物充当天然运动跟踪标记点,可实现实景拍摄与 3D 背景延伸的高效虚实结合。 - [24:36](https://www.youtube.com/watch?v=whPWKecazgM&t=1476s) 利用形状键配合曲线编辑器的噪声修改器,再加上粒子系统的群体动力学(Boids),能以极低成本制作出生动的飞蛾环绕灯光效果。 - [26:42](https://www.youtube.com/watch?v=whPWKecazgM&t=1602s) 创作者无需为直接使用成熟的外部资产包(如草地模型)感到自责,应避免无意义地“重新发明轮子”。 - [28:02](https://www.youtube.com/watch?v=whPWKecazgM&t=1682s) 未经参考图校验的大脑记忆往往充斥着符号化与卡通化构想,优秀参考图是绕过这一认知缺陷、准确还原世界的核心工具。 - [29:40](https://www.youtube.com/watch?v=whPWKecazgM&t=1780s) 大自然的微观结构是在严密秩序下生长的随机性,利用 Voronoi 等程序化噪波纹理可高效还原水面雨滴波纹等动态细节。 - [29:40](https://www.youtube.com/watch?v=whPWKecazgM&t=1780s) 对于宏大机械结构的细节部件(Greebles),合理的几何密集拼贴足以产生复杂功能的视觉假象,无需对内部每一处机械逻辑过度考证。 - [32:05](https://www.youtube.com/watch?v=whPWKecazgM&t=1925s) 物理手作技巧(如砂纸打磨有机玻璃制造实拍光斑)能赋予画面极高质感,个人创作者仅凭车库与开源软件同样能独立实现工业级体量的世界构建。 ## Detailed walkthrough ### [00:01](https://www.youtube.com/watch?v=whPWKecazgM&t=1s) 开场介绍与“偷懒教程”的初衷 Ian Hubert 走上讲台,热情地向全场打招呼,并寻找 Blender 创始人 Ton Roosendaal 的身影,直言 Ton 大概是他“在这个星球上最喜欢的人”。Hubert 介绍自己从事视觉特效(VFX)、电影制作以及各类奇思妙想的创作已有大约 25 年;在 2012 年时,他获得了不可思议的机会,参与了开源电影《钢铁之泪》(Tears of Steel)的制作。 谈及近况,Hubert 表示他在过去几个月里开始制作一系列快节奏的“偷懒教程”(lazy tutorials)。关于制作这些短小精炼教程的原因,Ian Hubert 解释道:“What's cool about CG is like when you learn a new thing, like sometimes there's just this feeling that you're like leveling up, like it's like 'Oh, I can stimulate cloth itself,' and you're just like... and so it's this, I'm just trying to kind of pack that in there into a little like kind of bite-sized pieces.” 这些技巧的核心很大一部分都围绕着摄像机贴图(camera mapping)和图像纹理的应用。 ### [01:01](https://www.youtube.com/watch?v=whPWKecazgM&t=61s) 图像投影与 90 年代经典视觉特效的智慧 Hubert 在屏幕上展示了一个场景并打趣称这是 Blender 里的“照片级写实(photoreal)环境”。他指出照片之所以真实,纯粹是因为它们本身就是真实的照片。虽然许多艺术家在动画或游戏领域追求风格化而非快速写实,但在他深耕的视觉特效领域,“快糙猛”(quick and dirty)且逼真正是核心所在。 在 90 年代的标志性 CG 镜头中,这种技术无处不在。当时人们可能称之为摄影测量法(photogrammetry),而 Hubert 更倾向于称其为摄像机投影(camera projection)或投影贴图(projection mapping)。这种手法的绝妙之处在于:光影、细节和质感都已经直接烘焙在照片中,根本不需要进行任何复杂的路径追踪计算。为了证明这一点,他指出画面里墙上挂着的一个垃圾桶盖,整个场景模型极其极简,他亲手建的模型实际上只有大约 65 个多边形(polygons)。 Hubert 进一步列举了影史中的经典范例: - 《星球大战》(Star Wars)中的飞车竞速(podracing):剧组制作了微缩实体模型,拍照后直接把照片贴在低多边形简易模型上。 - 大卫·芬奇(David Fincher)导演的《搏击俱乐部》(Fight Club):镜头看似无比丝滑高深,但如果逐帧暂停观看,就会发现各种由于照片缝合与重新投影留下的破绽——例如水壶被重新投射到其后方的另一个水壶上,或者电缆穿插进地面的异常。剧组为了遮掩贴图接缝,往往直接在上方盖上一条粗电缆。 对于这些破绽,Ian Hubert 总结道:“This isn't bashing on it at all; you pause any shot, any CG shot from a movie, and you can usually start to see the human seams, or it's like you look at any shot of a city and you'll see the two duplicated assets everywhere.” 现代创作者凭借手头的普通笔记本电脑,在技术层面上已经能够轻松实现当年这些好莱坞大片的效果。 ### [03:19](https://www.youtube.com/watch?v=whPWKecazgM&t=199s) 破除 UV 展开的心理阴影与“图像导入为平面” Hubert 提到 UV 展开虽然强大,但曾经有一套传统的教学体系让他整整 15 年对 UV 贴图望而却步。按照过去的老方法,人们需要把一张迷幻网格材质包裹在甜甜圈上,导出到 Photoshop 里绘制涂抹,再导回三维软件严丝合缝地对齐;但实际上,直接展开即可,无需人为将其复杂化。 Hubert 高度盛赞了 Blender 内置的插件“Images as Planes”(导入图片作为平面)。他调侃道,这看似只是一个简单的面片和一张贴图,但它几乎就是一面完整的墙壁,毕竟某些哲学家曾推测“墙壁不过就是一个单平面表面而已”。 ```mermaid flowchart TD accTitle: 快速投影建模流程 accDescr: 展示从导入单张图片平面到最终完成低模场景的快速建模与重新打光步骤 subgraph Phase1["基础几何生成"] A["导入图片为平面<br>(Images as Planes)"] --> B["对齐转角与边缘<br>(捕捉微生态细节)"] B --> C["环切加线与挤出<br>(Edge Loops & Extrude)"] end subgraph Phase2["细节处理与投影"] C --> D["窗户重点细化<br>(高光反射或内嵌深度图)"] D --> E["微偏移角度重新投影<br>(避免轴向拉伸)"] end subgraph Phase3["光影与扩展"] E --> F["粗糙度通道连接贴图<br>(黑白反转生成高光)"] F --> G["重置打光与环境发光<br>(Relighting & Emission)"] end ``` 这种快速建模的核心工作流非常直观: - 将照片导入为单张平面后,对其进行少量挤出,并引入地面平面。 - 对齐照片中的角落和墙缝边缘。Hubert 强调,现实中墙角存在着很多独特的污垢与岁月痕迹(micro-biomes),直接用 CG 手工制作极其困难,但借助照片纹理可以“免费”获得这些自然细节。 - 随后添加环形切线(edge loops)、挤出结构并加上倒角(bevel),再将场景灯光替换为日光(Sun lamp)。 - 针对窗户等高对比度区域做特殊强调,既可以将窗户材质调为光滑镜面以反射周围环境,也可以在窗体后方放置室内贴图以制造真实的纵深感。 - 进行投影时应保持微小的角度偏移;如果完全正对进行正面投影,模型侧面沿轴向会出现严重的贴图拉伸变形(shearing)。 ### [04:59](https://www.youtube.com/watch?v=whPWKecazgM&t=299s) 现实素材采集与快速立方体建模 在掌握了这个套路后,Hubert 开玩笑说自己开始在咖啡馆或大街上“偷窃”现实世界中的物体:拍下照片作为摄像机背景参考,建立基础低模,直接使用“从视角投影”(Project from View),几秒钟就能生成一个现成资产。例如制作一个储物架,若侧面产生拉伸,只需把拉伸部分单独选中,重新投影并对齐到底部的木纹纹理上即可。虽然这种模型不适合作为特写主体,但在构建商场等宏大背景时完全足以乱真。 任何立方体(cubic)结构的物体展开起来都极其简单,有时甚至不需要从视角投影,只需将初始顶点与图片对齐,随后切出的环线便会自动完美匹配贴图。做好的资产可以直接复制粘贴,在未来的各个项目中无限复用。 当被问及高精度的环境高光贴图(specular maps)是否是手绘时,Hubert 回答根本没有,他仅仅是将原始彩色贴图直接连入材质的粗糙度(Roughness)通道,中间加一个 Clamp 节点进行黑白截断,让较暗的数值呈现反射效果。Hubert 总结其效果时指出:“It's not always the best way to do it, but a lot of times they can get you a surprising far away of the way.” ### [06:33](https://www.youtube.com/watch?v=whPWKecazgM&t=393s) 重新打光(Relighting)与发射平面技术 在后期流程中对投影环境进行重新打光(Relighting),是该方法最令人惊艳的副产物。Hubert 使用了名为 fSpy 的免费独立软件(旧称为 BLAM)来匹配照片的摄像机透视和焦距,随后在 Blender 中快速还原粗模。对于画面中被遮挡的区域(occlusions),只需滑动模型点位即可轻松应对。 这一流程的核心优势不仅在于改变环境光照,更在于反向利用贴图环境为新加入的 CG 资产照明: - 将投射好照片的几何体材质设置为自发光平面(Emission Plane)。 - 当放入新的三维物体(如车辆、角色或道具)时,这些发光几何体会为 CG 物体提供高度准确的局部方向光和环境反射。 - 在房间内生成草地时,地面各处受到的光照方向微弱不同;通过重新投影贴图并匹配原始光照,再加入 Blender Guru 的“Grass Essentials”资产库,就能毫无违和感地将自然植被融进室内。 Hubert 还展示了这一技术的多种实战衍生应用: - **从零凭空生成动态镜头**:在一次汽车商业项目中,现场从未实拍过该车辆的行驶镜头,仅有少量幕后花絮静态照片。Hubert 将这些照片重新投射到汽车模型上,添加位移动画和大量噪波修改器(noise modifiers),成功还原出逼真的汽车动态镜头。 - **浮空木屋个人项目**:在制作一个“在苔原上空漂浮的木屋”场景时,他利用此前实拍木屋的幕后花絮照片,通过 fSpy 对齐透视并投射在简单的立方体盒子结构上。即便模型对位并不十分严丝合缝,画面依然极其自然,因为人脑会自动根据透视关系脑补并合理化画面。 - **“欺骗性自由时间单位”**:Hubert 将这项工作归功于他所谓的“deceptive free time unit”(欺骗性自由时间单位)——即“我认为我该上床睡觉了,却决定再顺手调弄一个东西,结果三小时后才真正入睡”的那段夜间时光。他坦言自己一生中无论是个人创作还是商业项目,大部分最核心的工作都是在这段时间里爆发完成的。 - **好莱坞剧组商业救急**:他近期接到了一个保密项目的委托,某部知名影视剧拆除了一套标志性的实体片场布景后,导演临时发现还需要补拍几个该片场的镜头。Hubert 凭借通宵回看整部剧集截取的静帧画面,利用这套投影重构技术完美复原了已被拆毁的拍摄场地。 ### [09:10](https://www.youtube.com/watch?v=whPWKecazgM&t=550s) 实战案例:Ed Sheeran 音乐录影带与“偷懒式作弊”的辩白 Ian Hubert 分享了自己大约一周半前刚完成的一个商业项目——Ed Sheeran 的音乐录影带《South of the Border》。MV 中需要一个类似于蝙蝠侠洞穴(Batcave)风格的地下间谍掩体。Ian 熬了一整夜,把之前在小木屋拍的照片贴图投射到几个立方体上,拽出小抽屉等现成资产拼成场景,兴冲冲地拿给导演看。然而导演的评价却毫不留情,直言:“我讨厌它,这看起来就像个杂货铺的后库房。” Ian 瞬间心塞,但立刻快速修改:在场景中加上一个砖石拱门,并让监视器屏幕真正发光照亮周围环境。导演再次查看时大喜过望,直呼“太棒了”,Ian 这才松了一口气。 在技术实现上,这套方案全靠摄像机贴图投射(Camera Projection),背景则是一块平整的多边形,仅靠深度贴图(Depth Map)进行置换位移(Displacement)。在载具动画方面,他使用了插件 Car-Rig Pro,只需画一条简单的曲线路径,插件就会自动计算物理效果,并将轮胎精确吸附吸附在地面上。导演在后期阶段常常突发奇想,试图改变观众体验那一时刻情绪的方式,诸如“能不能换一面墙?”“能不能把那个物体放大、强调它?”借助三维资产快速投影的管线,所有这些要求都能在后期轻松实现。 对于外界关于“用现成照片投影算不算作弊”的质疑,Ian 坦然回应:他不懂专业建筑学,没砌过一块砖,也没亲自手绘过那些材质,纯粹就是把拍到的真实世界照片收割过来拼成数字拼贴画(Photo Collage)。他强调,自己的目标从来不是“做出一栋 CG 建筑”,而是“做出一张刚好有一栋 CG 建筑在里面的漂亮画面”。 > “I'm not trying to make a CG building, I'm always just trying to make an image that happens to have a CG building in it, and I'm effectively making the photo collage.” —— Ian Hubert 此外,Ian 认为用 Blender 本身某种意义上就是一种“作弊”,因为这款软件功能强大到令人发指——它能做 2D 动画、解算流体、制作角色、重建大教堂、模拟分子运动。面对开发出如此工具的开发者们,Ian 表达了由衷的敬佩与感谢,并称这是一款彻底改变了他一生的伟大工具。 ```mermaid flowchart LR accTitle: 场景快速搭建与修改管线 accDescr: 展示从照片资产投射、遇到反馈调整到最终渲染的迭代流程 subgraph ASSETS["资产与投影"] A["实拍照片与旧资产"] --> B["立方体摄像机贴图投射"] C["背景平面 + 深度图置换"] --> D["合成粗剪场景"] end subgraph FEEDBACK["导演审查反馈"] D --> E{"导演反馈评价"} E -->|"像杂货铺后库房"| F["改进: 砖石拱门 + 屏幕发光"] F --> G["导演通过认可"] end subgraph MOTION["载具动力学"] H["绘制样条曲线"] --> I["Car-Rig Pro 插件"] I --> J["自动解算物理与车轮贴地"] end ``` --- ### [11:48](https://www.youtube.com/watch?v=whPWKecazgM&t=708s) 技术 vs. 艺术:为什么点对按钮并不等于做出好作品? Ian Hubert 提醒观众,不要把刚才展示的操作看得过于简单,但也不用神化技术门槛。真正的技术操作确实不难——就是把各种东西堆上去、制造一种视觉假象。2011 年,Ian 曾做过一场类似的演讲,结束后一位观众非常严肃地跑来质问他,甚至指责他“留了一手”,抱怨说:“你根本没讲清楚为什么你的东西看起来那么好看!” Ian 当时非常纳闷,因为自己确实把每一步按键操作都巨细靡遗地演示了一遍。随后他悟出了根本原因:做场景不是简单的“把东西贴在东西上”,它是一门真正的艺术。Blender 是一款极其强大的技术软件,正因如此,人们极容易把纯粹的“软件技术操作”与背后的“造型艺术工艺”混为一谈。很多初学者总是急切地索求:“快告诉我你到底点了哪几个按钮才做成这个的?”然而 Blender 绝不仅仅是按钮的集合,它是 Ian 见过最具包容性、最多样化的艺术媒介。 他打了一个生动的比方:如果教人画画,几秒钟就能说明白——拿起纸和笔(或者在 Blender 里按个左键),在页面上画下一道印记,恭喜你,你已经会画画了!但是接下来,你将耗费整整二十年的光阴去痛恨自己做出来的每一件烂作品;在这漫长的岁月里,你的大脑必须彻底重构观察世界的方式——如何将三维形体抽象提炼成二维线条,如何捕捉质感,如何用单线条表达体积。无论你是手绘还是用 3D 资产库拼接模型,这套重构心智的思维过程都必须切切实实地流经你的大脑。 - 技术的本质是直观的拼贴与印象制造,但艺术维度的把控才是决定画面真实度与美感的核心。 - 误解的根源在于:初学者总在寻找“魔术按钮”,忽略了艺术家在观察与解构世界时所投入的大脑重塑过程。 - 无论是传统素描还是 3D 制作,将现实三维形体转译为视觉图像的思维重构,都需要长达数年甚至数十年的反复试错与审美磨砺。 --- ### [13:31](https://www.youtube.com/watch?v=whPWKecazgM&t=811s) 早期作品的滑稽硬伤与“自满陷阱” 回顾自己过去二十年的三维生涯,Ian 翻出了自己在 2002 年左右制作的早期城市和室内场景,毫不留情地开启自嘲模式。当时的场景完全是用布尔运算(Boolean)硬切出来的,车棚就是两个塞进墙里的发光立方体。场景里有一个让他当年引以为傲的配电箱,但如果仔细看就会发现:旁边的管线走向完全荒谬,几根管道彼此穿插,甚至直接接进了排污管里,这在现实中随时会引发致命漏电。更滑稽的是,当时因为觉得自己做配电箱很成功,他又在画面里塞了三个完全没有连接任何电线的漂浮配电箱。 这种荒谬的设计并非受限于当年的软硬件性能,纯粹是因为他当年“根本懒得去推敲逻辑”。类似的破绽比比皆是:画面中的一条高速公路高架桥原本可以顺理成章通向一个涵洞,结果它却以 55 英里的时速迎面一头撞在混凝土挡土墙上,而路边不到 20 英尺的距离内甚至还插了两个限速标牌;走廊天花板上莫名其妙又挂着配电箱,天花板下方密密麻麻布满了管子,但只要穿过吊顶,所有的管道立刻凭空消失、无影无踪。 > “A lot of times when I teach people CG, though, they'll just like turn on subsurf and start extruding stuff out and tweaking with the things, and then they're like, 'Man, why doesn't this look as good as the thing that you made?' And like, first of all, you made like this chrome space starfish, this is the dopest thing I've seen in my entire life, but also I spent like three days making the exact same thing, like, you just don't get to the point where you think it's done yet.” —— Ian Hubert Ian 指出,很多初学者在学习 3D 时,往往随手开一个细分表面修改器(Subsurf),拉扯挤出几个面,随便调调点,然后就开始纳闷:“为什么我的模型看着不如你的逼真?”Ian 调侃道,即便你随手捏的是个“超酷的太空镀铬海星”,但他在做一个简单物体时可能花了整整三天去打磨细节。新手最大的毛病就是太早产生“我已经做完了”的错觉。他指着自己早期做的一个街头售货机场景解释道,虽然做出了外卖盒和发光面板,暗示这是一台吐快餐盒的机器,但正面根本连一个能让盒子掉出来的出货口都没留——这些常识他当时其实都知道,但就是懒得去深究。 --- ### [15:34](https://www.youtube.com/watch?v=whPWKecazgM&t=934s) 深度世界观构建:从机械建模到对现实生活的痴迷凝视 这引出了本次演讲的核心母题——**世界构建(World Building)**。在此之前,大家看到的可能只是一些关于“图像贴图”的技巧,但真正的世界构建是为小说、网络剧或电影思考一整套底层运作法则:这个世界的政权形式是什么?人们信奉什么宗教?使用何种流通货币?天气气候如何?科技发展到了什么水平?这些维度彼此之间如何交织碰撞?一旦你开始沿着这套逻辑去推敲,你的大脑就会被彻底重构。 这种思维重塑最美妙之处在于,它会让你无时无刻不在高度投入地观察生活中的一切:别人的每一句对话、每一个细微的小动作、建筑上毫不起眼的破损,全都会成为你能够收集与“收割”的线索。艺术家往往会被那些琐碎而平淡的细节深深打动: - 门把手上微小的凹痕与磨损 - 地板上湿脚印在房间里慢慢走散、分叉的淡化痕迹 - 被成千上万只手反复按压推拉而逐渐积聚在门边的暗沉油脂 Ian 话锋一转,流露出一种既幽默又略带感伤的艺术家哲学:有时候你凝视着这世间的一切,心中会莫名涌起一股极度的悲伤。你会忍不住质问自己:“我为什么要把所有这些微不足道的细节都收集起来?为什么非要死死记在大脑里?我到底想抓住什么?我又在害怕失去什么?”这种强迫症般的观察欲会让你永远无法停下脚步;它或许不会让你成为世界上最好的男朋友,但也绝不会是最差的。当你看着身边最亲近的人,越想用力抱紧他们,虽然嘴上称之为“爱”,但内心深处明白,那其实源于一种对消逝的恐惧。 每一个 3D 创作者大概都有过类似的体验:一旦开始在软件里建模某个物体,走出门时就会突然在现实街头到处注意到它。你疯了一样收集这个物体的各种现实细节,回到电脑前看着自己的半成品模型痛心疾首:“消火栓啊消火栓,我完全没能抓住你的灵魂!”随后你开始像发了疯一样去查维基百科:到底是谁发明了这玩意儿?世界上第一座消火栓诞生在何年何地?甚至琢磨着能不能在网上下单买一个搬回家里。Ian 坦白,很多人可能以为他不会去买自动售货机或者半打信号灯标线,但事实上他真的买过。他还特别痴迷临街的活动字母看板(Reader Boards),因为那是笨拙的小商铺与大众直接沟通的唯一渠道;他甚至把做好的看板模型资产免费上传到了 Blend Swap 供大家下载,正如他所言:“世上唯有一件事比拥有一门古怪的癖好更美妙,那就是把这份癖好分享给别人。”在他所住的小镇上,有一块看板的内容整整四年都没换过,而他就这样静静看了四年。 ### [17:52](https://www.youtube.com/watch?v=whPWKecazgM&t=1072s) 招牌板、隐晦交代与个人维基的构建 Ian Hubert 展示了一块旧招牌板(reader board),指着它说明这些招牌会像老朋友一样在视野中若隐若现。这一块实际上是他附近小镇的一处地标,随着岁月流逝早已斑驳褪色,甚至有人把它做成了 T 恤售卖,让他觉得有点过于大众化而失去了原有的韵味。他指出,招牌板是展现时代过渡或提供背景交代(exposition)的绝佳工具。所谓背景交代,就是创作者认为观众理解故事所必须知道的信息。Ian 幽默地插话提到阿姆斯特丹街头因遮挡而闹出的尴尬招牌(如“weekday anal tours”)。 他分析道,很多作品里的背景交代往往过于直白生硬(on the nose),比如反抗团体恰好在背景显眼的砖墙上喷涂标语,或者电视新闻播报的内容正好精准对应主角正在调查的案件。“I like it went a little bit more subtle where it's like the audience has to try a little bit harder to kind of feel out the vibe the vibe of a thing,” Ian Hubert 这样强调。他喜欢让观众自己去捕捉氛围,而不是把设定硬塞给他们。 世界观的搭建可以从报纸或个人维基(Wiki)起步。Ian 喜欢坐在咖啡馆里,在个人网站上构建错综复杂的设定节点,把各个元素逐步连接起来。他常带着笔记本出门听音乐、随手涂鸦构思,再回到电脑前用 Blender 进行 3D 粗模搭建(mockup)。他坦言虽然很羡慕精美的概念图,但手绘对自己而言太慢,直接在 Blender 中旋转、缩放、翻转与复制粘贴模型,才是他调动大脑、快速思考最有效的方式。 - 背景交代(Exposition)的常见手法:背景涂鸦、新闻播报、报纸头条,但应尽量追求隐晦与氛围感。 - 构思与搭建工作流:在咖啡馆用笔记涂鸦与个人 Wiki 梳理设定,再导入 Blender 进行三维概念验证。 ### [20:09](https://www.youtube.com/watch?v=whPWKecazgM&t=1209s) 电影《末路追击》(Prospect)的视觉特效与实景融合 Ian 谈起自己担任视觉特效总监(VFX Supervisor)的电影长片《末路追击》(*Prospect*)。通常低成本剧组的做法是美术团队提前一天拉来几块 4x8 英尺的木工板,涂上灰色油漆再用热熔胶粘上废旧主板充当太空船;但该剧组的做法完全不同:他们租下一间仓库,整整花了七个月从零开始设计与建造。他们用 CAD 设计全套场景,通过 CNC 数控机床切割板材像拼拼图一样组装,甚至专门设计了专属字体,制作了全尺寸的太空舱。 所有道具和布景都被做旧得充满污渍。Ian 先完成了全 CG 渲染的镜头,随后剧组在现实中按照数字模型造出了前景部件,并使用定制镜头实拍,从而强化了画面的现实感。影片镜头始终保持通过窗户向外窥探的主观视线,从不给予全局的“上帝视角”,让观众时刻与演员一起被困在幽闭的环境中,增强了危机发生时的窒息感。 在制作过程中,Ian 还制作了飞船的 3D 参考模型,供道具师手工打造一艘 4 英尺长的实体微缩模型进行实拍,赋予飞船强烈的质感。他设计的一艘大型货船(freighter)布满了复杂的机械零件(greebles),光照计算极为繁琐,尤其是那些几乎看不清的微小集装箱上都贴满了世界观内部的品牌 Logo。为了还原真实太空感,团队严格参考了阿波罗登月时期的历史照片——在向光面曝光正常的情况下,深空中其实是看不到星星的。此外,影片中外星球漫天漂浮的尘埃特效贯穿了整个夏天,Ian 独立完成了多达 2,000 个镜头里的尘埃添加。 ```mermaid flowchart TD accTitle: Prospect Asset Workflow accDescr: Pipeline showing physical and digital integration for the film Prospect subgraph Digital_Concept ["数字概念与建模"] A["Blender 3D 资产建模"] B["CAD 场景设计与字体开发"] end subgraph Physical_Build ["实物制作与实拍"] C["CNC 切割组装全尺寸实景"] D["手工制作 4 英尺微缩实体模型"] E["定制镜头与受限视角实拍"] end subgraph VFX_Comp ["后期合成与细节"] F["前后景匹配与真实光影结算"] G["2000 个镜头的微粒尘埃添加"] end A --> D B --> C C --> E D --> E E --> F F --> G ``` - 《末路追击》(*Prospect*)设计特点:耗时 7 个月仓储搭建、CAD/CNC 模块化拼装、定制字体与做旧质感。 - 视听语言:受限视角(通过窗户或狭小空间观望),避免使用上帝视角镜头。 - 物理光学与真实感:参考阿波罗任务光照,日光正常曝光下背景星空不可见;实体微缩模型提供表面肌理。 ### [22:17](https://www.youtube.com/watch?v=whPWKecazgM&t=1337s) 个人项目与教堂片场的虚实结合 Ian 随后展示了他长期开发的一套个人作品——《Dynamo》网络剧的重启篇章。部分情节发生在一个繁华的虚构集市中,他沉迷于完善这些微观世界细节,特别是设计世界观内部的地图。“I love designing maps that exists in world because it's like somebody in the world built this map for other people that are also in the world and it's fun to kind of be able to exist in that in that zone,” 他谈到。在好友 Paul Spooner 的协助下,他们制作了完整的地下铁路线路图;他建议创作者在编写故事时先绘制地图,因为这样可以清楚地知道角色从 A 点移动到 B 点时会经历怎样的旅程。 为了避免长时间陷入痛苦的纯三维后期合成,Ian 在几年前买下了一座坐落于潮湿林间的小教堂,逐步将其改造成私人电影工作室。教堂内部巨大的空间允许他们搭建实体布景。他们的制作流程是:先在 Blender 中进行 3D 场景预演,按图纸在现实中施工,拍下实景照片再作为纹理投射回 3D 模型中进行虚实拼接。 在拍摄绿幕素材时,Ian 总结出一个懒人技巧:只要现场陈设足够杂乱,场景中的杂物就可以直接充当天然的跟踪标记点(tracking markers),无需刻意黏贴追踪点。他们搭建出完整的实景背景墙,这使得 90% 的近景特写不需要任何 CG 介入即可拍摄完成,后期只需拉远镜头时补齐边缘的三维扩展。展示中,他还幽默地放出了一只投射巨大阴影的机械鸡道具。 - 世界观地图:具有“世界内部使用者制作”的沉浸属性,能辅助剧情动线与节奏规划。 - 虚实结合管道:Blender 预演 $\rightarrow$ 实体场景搭建 $\rightarrow$ 实景反贴回 3D 几何体 $\rightarrow$ 镜头边缘与特写高效互补。 - 绿幕经验:复杂的真实杂物布局天然兼作运动跟踪标记点。 ### [24:36](https://www.youtube.com/watch?v=whPWKecazgM&t=1476s) 飞蛾极速教程与场景的情感投射 Ian 在现场播放了他标志性的快速教学系列——《Lazy Tutorials》中的“飞蛾(Moths)”篇。短片以极具个人特色的超快节奏与幽默台词展开: 1. 建立一只处于收翼状态的极简低模飞蛾,形态无需过分纠结。 2. 添加形状键(Shape Key),在变形状态下将翅膀抬起。 3. 在曲线编辑器(Graph Editor)中添加噪声修改器(Noise Modifier),使翅膀疯狂扇动。 4. 复制六份飞蛾并错开噪声相位,归入“Moths”集合。 5. 建立发射器并添加粒子系统,第一帧发射全部粒子,渲染方式指定为飞蛾集合。 6. 物理计算选择群体动力学(Boids),大幅调低质量。 7. 在场景中放置一盏灯,在 Boid Brain 规则中仅添加一条“跟随领袖(Follow the Leader)”,并指定目标为该灯光。 8. 调整质量、最大速度、角速度与个人空间(Personal Space)参数,让飞蛾群绕着灯光飞行。 “Moths add realism to anything,” Ian 在短片结尾总结道。这一系列教程走红后收获了数十万播放量,许多初学者因此觉得 Blender 极度容易上手。Ian 不得不在 YouTube 评论区充当技术支持,或将新手引导去观看 Andrew Price 的甜甜圈基础教程。 Ian 指出,教程结尾那个飞蛾围绕路灯飞舞的演示场景虽然看似是个随手制作的弃件(throwaway image),但其实融入了极多私人情感与回忆。那盏路灯源于他童年居住环境里的真实路灯;长满杂草的山坡俯瞰城市的构图,则取材于他在西雅图度过许多夏夜的煤气厂公园(Gasworks Park),同时受到他女友最爱的吉卜力动画《魔女宅急便》(*Kiki's Delivery Service*)的启发。在运镜上,他没有使用惯用的手持抖动,而是回想起曾经用廉价自制轨道在草地上滑轨拍摄的镜头——那种制作成本微不足道,但成片视觉效果却价值百万的质感。 - 飞蛾粒子系统参数重点:Boids 群体系统、极低质量、Follow the Leader 规则、个人空间阈值调节。 - 创作哲学:在极简的技术实现中融入个人经历与真实记忆,赋予看似随意的技术演示以独特的人文温度。 ### [26:42](https://www.youtube.com/watch?v=whPWKecazgM&t=1602s) 浅景深的误区、杂草执念与个人记忆的“神经网络” Ian Hubert 从摄影技巧的时代变迁切入,调侃起 2012 年左右单反相机(DSLR)普及带来的视觉风潮。当时大家突然能用老式单反拍出极浅的景深,所有人便趋之若鹜地将其奉为“电影感”,但回过头看,那本质上只是一种带有特定时代烙印的“2012 年单反 YouTube 质感”;从技术层面来说,夜间拍摄开启大光圈纯粹是为了让更多光线进入传感器。谈及对真实细节的偏执,Ian 分享了自己大约四年前拍摄一支音乐录影带的趣事:他为了捕捉杂草的本质,开着车穿过整个小镇到处乱蹦乱采,几乎陷入疯狂。直到 Blender Guru 团队发布了资产包《The Grass Essentials》,他内心的执念才突然平息。当时他自我宽慰“我释怀了”,但心底又隐隐觉得不甘心——“可这不是我自己做的啊”,而他的理智随即泼来冷水:“Look kid, this thing is wild rye uncut, learn your place.” 紧接着,Ian 谈到背景中闪烁的无线电信标灯。这组素材来自他挚友弟弟的婚礼,同时也勾起了他童年的深层记忆。小时候他的父亲在无线电行业工作,常带他去发射机房。为了防止强烈的电磁辐射“把大脑烤焦”,父亲让他留在厢式货车里等待。年幼的他独自坐在车厢里,透过车窗抬头凝望高处那些有节奏闪烁的信标灯。Ian 借此点明核心主题:我们所经历的每一件事、看过的每一个画面,最终都会沉淀为我们认知世界的方式。正如 Ian Hubert 所总结的那样:“You are a giant neural network and that's why I get the excited whenever anybody's saying they're gonna make a film or art or anything because they're gonna be making something to only they can make.” - 2012 年前后的 DSLR 大光圈浅景深虽然常被当作“电影感”,但夜间拍摄时开大光圈的根本原因是光学补光需求。 - 创作者无需为使用高质量现成资产(如 Blender Guru 的草地资产包)感到内疚,没必要所有东西都从零重新发明。 - 个人独特的生活经历(如守在小货车里看无线电塔信标灯)构成了创作的潜意识源泉,赋予艺术作品独一无二的灵魂。 --- ### [28:02](https://www.youtube.com/watch?v=whPWKecazgM&t=1682s) 参考图打破心理盲区与自然界的程序化纹理 面对那些从未接触过计算机图形学(CG)或场景构建的新人,Ian 坦言自己有时喜欢故作高深地说“我花了三十年观察现实、记录门把手上的油渍”,但实际上新人完全不需要这套长篇大论,只要拥有足够优秀的参考图(Reference)即可。人们脑海中对房屋、飞机或汽车的印象往往是被高度符号化、卡通化的概括,如果仅凭大脑记忆去建模或绘制,成品往往令人大失所望,因为那只是忠实还原了一个不准确的脑中构想。正如 Ian Hubert 所指出的:“It's an accurate representation of an inaccurate mental concept. Reference straight up bypasses that.” 参考图的作用正是直接绕过这个认知缺陷,帮助创作者校准并丰富原有的心智模型。 一旦创作者开始用 Blender 的三维思维来拆解现实世界,这种观察模式就会彻底占领大脑,而自然界正是绝佳的训练场。大自然在极其严苛、有序的规律下展现出纯粹的随机性,Blender 内置的程序化工具非常擅长模拟这种“秩序中的随机”。随着深入接触程序化纹理,创作者在日常生活中会看什么都像节点网络——松果的鳞片排列、草地上的反光、树荫下斑驳的日光,全都对应着数学图案的层层叠叠。特别是经典的 Voronoi 纹理,在自然界中几乎无处不在,这种将万物解析为程序图层的过程会让人极度上瘾。 ```mermaid flowchart TD accTitle: 心智模型与参考图流程 accDescr: 展示从凭空想象到使用参考图校准,再到自然界程序化拆解的工作流差异。 subgraph MindTrap["缺乏参考的主观误区"] A["现实物体"] --> B["卡通化/模糊的心智概念"] B --> C["不满意且失真的三维模型"] end subgraph RefWorkflow["参考图修正路径"] D["真实参考图 (Reference)"] -->|"绕过心智偏差"| E["精准捕捉材质与结构规律"] E --> F["高度可信的三维世界构建"] end subgraph NatureBreakdown["程序化思维延伸"] F --> G["分析自然规则"] G --> H["数学图案叠加 (如 Voronoi 纹理)"] H --> I["程序化随机与秩序的平衡"] end ``` - 大多数人凭空作画或建模失败,并不是技术不足,而是精准呈现了大脑中并不准确的概念原型。 - 参考图的核心价值在于跳过大脑粗糙的概括机制,强制创作者直面物体的真实比例、磨损与细节。 - 自然界的纹理本质上是在严密秩序下生长的随机性,利用 Blender 的程序化节点能够高效率还原这一机制。 --- ### [29:40](https://www.youtube.com/watch?v=whPWKecazgM&t=1780s) 奶酪波纹、堵死的交通模拟与 Greeble 的抽象艺术 Ian 讲起了准备这次演讲期间的一段即兴实验:他在外出就餐时遇上停车场暴雨倾盆,看着地面积水的雨滴波纹,他立刻联想到 Blender 里类似于瑞士奶酪孔洞的 Voronoi 纹理节点。他尝试让这些像奶酪孔一样的三维噪波切片穿过一个平面,用其相交的截面来驱动置换修改器(Displacement)。尽管截面穿过时波纹从大变小的过程在物理上有点怪异,但只要规模放大并配合得当,就能在极短时间内抓住雨滴涟漪的动态本质。Ian 谦虚地表示,这与真正的程序化专家相比连百分之一都算不上,但这正是探索程序化生成的乐趣所在。 紧接着,他又展示了自己惨遭滑铁卢的交通流模拟实验。如果所有车辆匀速直线前进倒还简单,但他偏想引入物理刚体模拟,并将车辆运动约束在单轴上。结果车辆在十字路口全部拥堵卡死,车流进退两难,模拟出的画面仿佛满大街都是按着喇叭狂怒的司机。Ian 哭笑不得地自嘲:“Oh wait a second, I've simulated traffic too well.” 之后他又尝试用密密麻麻的曲线做成“黑暗意面”(dark spaghetti)并配合布尔运算做截面切片,虽然概念有趣,但视觉效果依旧一塌糊涂,目前还没有找到完美的低成本解法。 谈到飞船等大型机械结构上的细节部件(Greebles)时,Ian 指出对于超大规模的高科技构件,完全可以通过抽象化手法来让观众产生“这玩意看起来功能复杂”的错觉,就像《星球大战》里的歼星舰表面堆满了细小机械碎块一样。虽然他平时更倾向于自己手工制作所有东西,但最近看到网上出售的 NASA 资产包,发现那本质上就是一个长了火箭发动机的“Greeble 方块”。随后他开玩笑地展示了自己当年给火箭做贴图的笨办法——放置定位顶点来协助生成式盒式映射(box mapping),并自嘲这是他在 2011 年演讲中死守的过时技巧,呼吁台下观众千万别学。Ian 总结了贯穿整场演讲的核心工作哲学:“Observe the world, use reference, don't be afraid to overthink, have fun — not too much fun if you're just trying to make a thing — use photos, photo scans... don't reinvent the wheel.” - 用 Voronoi 纹理的截面驱动几何体置换,可以在不依赖复杂流体动力学的情况下低成本模拟雨水水面波纹。 - 刚体交通模拟很容易因为缺少智能寻路逻辑而在路口产生死锁,意外“过于真实”地还原了城市交通大堵塞。 - 复杂的科幻机械结构(Greebles)无需精细考证每一根管线的功能,合理的几何细节密集堆叠便足以欺骗人眼。 --- ### [32:05](https://www.youtube.com/watch?v=whPWKecazgM&t=1925s) 车库里的史诗:《Dynamo Dream》未公开片段放映与落幕 在演讲的最后几分钟,Ian Hubert 为现场观众放映了一段约三分钟、正在制作中的个人短片未公开片段(即后来的《Dynamo Dream》)。放映前他反复打预防针,表示这是纯粹的半成品,音效和配乐也是临时拼凑抓来的,希望大家不要介意。放映过程中,Ian 拿掉大部分剧情对白以防剧透,现场化身为实时解说员。画面中掠过壮丽而逼真的未来废土街景,背景音轨里甚至还能隐约听到他在实拍现场给演员讲戏的指挥声:“It's about to get real... then to look first... it's gonna be birds.” 随着镜头推进,画面展现出在狭窄运河中运送巨型蚂蚁的赛博朋克画卷。令人惊叹的是,在展示某段极具电影质感的光斑画面时,Ian 自豪地宣布那段镜头完全没有使用任何三维 CG 特效,而是他在现实中拿砂纸在有机玻璃(Plexiglas)板上反复打磨刮擦后、对着光源实拍出的微光闪烁效果。片段尾声展现了集市商贩的市井百态以及小男孩抬手敬礼的生动神情。Ian 总结道,这部视觉体量惊人的作品,所有镜头其实都是他在自己堆满杂物的车库里,依托 Blender 这一令人难以置信的开源软件一点一滴磨出来的。伴随着全场雷动的掌声,Ian 简短致谢,完成了整场充满技术干货与朋克手作精神的经典演讲。 - 宏大的科幻视觉并不完全依赖三维渲染,镜头前的实拍物理小戏法(如用砂纸打磨有机玻璃制造炫光)能以极低成本提供惊艳的真实质感。 - 短片中高密度的世界观细节(巨型运输蚂蚁、运河贫民区、拥挤市场)均贯彻了“照片拼贴 + 粗模投射 + 运动模糊遮丑”的极速工作流。 - 整个庞大科幻项目的制作环境仅为一个普通车库,印证了个人创作者凭借 Blender 同样能够独立产出好莱坞工业级的世界构建体量。 ## Notable quotes > [09:10](https://www.youtube.com/watch?v=whPWKecazgM&t=550s) I'm not trying to make a CG building, I'm always just trying to make an image that happens to have a CG building in it, and I'm effectively making the photo collage. — Ian Hubert > [01:01](https://www.youtube.com/watch?v=whPWKecazgM&t=61s) This isn't bashing on it at all; you pause any shot, any CG shot from a movie, and you can usually start to see the human seams, or it's like you look at any shot of a city and you'll see the two duplicated assets everywhere. — Ian Hubert > [26:42](https://www.youtube.com/watch?v=whPWKecazgM&t=1602s) You are a giant neural network and that's why I get the excited whenever anybody's saying they're gonna make a film or art or anything because they're gonna be making something to only they can make. — Ian Hubert > [24:36](https://www.youtube.com/watch?v=whPWKecazgM&t=1476s) Moths add realism to anything — Ian Hubert ## Mentioned Ian Hubert, Ton Roosendaal, Blender, Tears of Steel, Star Wars, David Fincher, Fight Club, Images as Planes, fSpy, BLAM, Ed Sheeran, South of the Border, Car-Rig Pro, Blend Swap, Prospect, Dynamo, Paul Spooner, Lazy Tutorials, Andrew Price, Gasworks Park, 魔女宅急便, The Grass Essentials, Blender Guru, Dynamo Dream ## Video description Support core Blender development - https://fund.blender.org [Source](https://www.youtube.com/watch?v=whPWKecazgM)

Source quotes

[9:10] Ian Hubert: I'm not trying to make a CG building, I'm always just trying to make an image that happens to have a CG building in it, and I'm effectively making the photo collage. [1:01] Ian Hubert: This isn't bashing on it at all; you pause any shot, any CG shot from a movie, and you can usually start to see the human seams, or it's like you look at any shot of a city and you'll see the two duplicated assets everywhere. [26:42] Ian Hubert: You are a giant neural network and that's why I get the excited whenever anybody's saying they're gonna make a film or art or anything because they're gonna be making something to only they can make. [24:36] Ian Hubert: Moths add realism to anything

Source quotes

[26:42] Ian Hubert: You are a giant neural network and that's why I get excited whenever anybody's saying they're gonna make a film or art or anything because they're gonna be making something that only they can make.

Original transcript

[0:01] oh hi my I'm on [0:07] where's taun taun is probably my [0:10] favorite person on the planet I'm your [0:15] biggest fan [0:15] um I am I'm Ian Hubert I've been doing [0:18] visual effects and filmmaking and kind [0:20] of wacky stuff for like 25 years in a [0:22] 2012 I had the the crazy opportunity to [0:25] work with like some of the coolest [0:27] people I've ever met on a non tears of [0:29] Steel and yeah um recently like is [0:33] within the past couple months I've [0:34] started making these little like lazy [0:36] tutorial things because what's cool [0:38] about hey cuz what's cool about CG is [0:42] like when you learn a new thing like [0:44] sometimes there's just this feeling that [0:46] you're like leveling up like it's like [0:48] oh I can I can have stimulate cloth [0:50] itself and you're just like and so it's [0:52] this I'm just trying to kind of pack [0:53] that in there into a little like kind of [0:55] bite-sized pieces and a lot of that [0:56] involves like um just camera mapping and [0:58] image image textures and stuff speaking [1:01] of which so this is a photo real [1:03] environment in in blender like hahaha [1:08] still though like photos are photo real [1:11] because they're they're photos and I [1:14] love I love image textures and obviously [1:17] it's not all the time lots of people are [1:19] making you know beautiful animations or [1:21] games with these cool styles that we're [1:22] you know they're not trying to go for [1:23] photo realism they're not trying to do [1:25] like quick and dirty but I work mostly [1:27] in visual effects where that is [1:28] absolutely the name of the game and [1:30] they're like they're really common like [1:31] oh yeah all of like those crazy cool [1:34] iconic moments from from 90 CG usually [1:37] involves some sort of like I think they [1:38] called it photogrammetry at the time [1:39] maybe they still I call it camera [1:41] projection projection mapping all of [1:43] that but it's just you know where you [1:44] use image textures to try to like get a [1:46] jump start and recreating something in [1:47] the computer and it's great because all [1:50] the lighting and the textures and [1:51] everything are actually baked in they're [1:52] not doing any you know crazy path [1:53] tracing or all of that and um like look [1:57] at that garbage can lid it's just stuck [1:58] on the wall [1:59] this thing is so low poly in fact I [2:01] modeled it it's it's about 65 polygons [2:04] um same like the podracing in Star Wars [2:07] that was they took they built the [2:08] miniatures they just put those pictures [2:09] right on these low poly little little [2:11] environments or like like this obviously [2:13] Fight Club so slick [2:15] um filmmaking in the craft is also good [2:18] but any of you could easily do this on [2:19] your laptop like at this point from like [2:21] a technical aspect and that's that's so [2:23] cool this is like the windows [2:25] screensaver like maze with like the [2:27] little rat in it and like you can see [2:30] places where like it reprojected the jug [2:33] back onto the jug kind of behind it if [2:35] you frame by frame or like there's this [2:37] weird oh-oh it's showing me let's see [2:41] all right oh here we go [2:43] yeah or like there's this place where [2:45] this cable looks like it's kind of [2:46] intersecting the floor that's just like [2:47] a problem from the stitching where they [2:49] were stitching the different photos [2:50] together and so they slapped this big [2:51] fattie cable over the top of the whole [2:53] thing [2:54] and it's like and this isn't bashing on [2:57] it at all you pause any shot any CG shot [2:59] from a movie and you can usually start [3:00] to see the the human seams or it's like [3:02] you look at any shot of a city and [3:04] you'll see the two duplicated assets [3:06] everywhere um and and yeah I don't know [3:09] what's what's up with this random blue [3:10] glucose truck um but yeah this is all [3:15] this is all from the power of this of [3:16] this image projection and like UV [3:18] unwrapping which is so powerful [3:19] unfortunately there is this guy and he [3:23] kept me away from UV unwrapping for like [3:25] literally 15 years because it's like you [3:27] know you take your psychedelic quilt and [3:28] then you wrap that around the donut and [3:29] you export that into like Photoshop and [3:31] you do your paint over I mean you bring [3:32] it back and you line it all up and [3:33] you're like oh that's cool you don't you [3:34] just take the thing and you just say you [3:35] just unwrap it um and this is this is I [3:40] know this is CG 101 this is like first [3:42] day this is like yeah but that's why I [3:45] love the the import images as planes if [3:47] it's the person who created that here [3:49] like oh like it's such it's such like an [3:52] easy thing but it's one it's one face [3:53] it's one image in fact it's almost a [3:55] finished wall because some philosophers [3:57] have speculated that walls might be [3:59] nothing more than just a single planar [4:01] surface all right so we import it as a [4:04] plane we can extrude it a little bit we [4:06] can do it again we can bring in a ground [4:07] plane I like to line up corners and [4:09] edges because there's these micro biomes [4:11] that existing corners that are like hard [4:13] to do in CG you get that for free with [4:14] image detectors ad and edge loops [4:16] extrude some stuff we're bevel in we're [4:19] gonna turn the lamp into a into a Sun [4:20] lamp this is a blender conference you [4:22] all know exactly like how how this goes [4:26] but this is this is a a picture I took [4:28] in my [4:29] doing the exact same thing just [4:31] extruding it out really low poly edge [4:34] loops extruding I like to add extra [4:37] emphasis on the windows just because [4:38] they're gonna be high contrast areas you [4:40] can either make like the windows glossy [4:41] so they're reflecting back into the [4:42] environment or set up like an image [4:44] texture you know behind it so it looks [4:46] like it actually has some some depth [4:47] I'm gonna project this at a slight [4:49] offset because if you project straight [4:51] on you get that sheering along that axis [4:54] and then the computer and it's it's may [5:00] be wrong but I started stealing things [5:02] from just places coffee shops and like [5:04] it out on the street you set it up as [5:05] the camera background model some stuff [5:07] you know project from view and you just [5:09] you just have it and then it's easy to [5:11] get carried away so I'm like I'm gonna [5:12] make this shelf just slap in that all [5:15] together and then there's the shearing [5:18] and so it's like all right we'll just [5:20] reproject that bit and line it up with [5:22] this little bit of wood down there and [5:28] it's like this is maybe not great for [5:30] like the featured thing but if it's like [5:31] a background if you're trying to make a [5:32] whole mall that will totally that will [5:34] totally cut it um like anything anything [5:37] cubic is really easy to unwrap you don't [5:39] even have to like do project from view [5:40] sometimes you just line up the initial [5:41] vertices and then you can do like edge [5:43] loops and stuff and it'll just all all [5:45] match and then you just have it and you [5:47] can copy and paste it and you can use [5:48] that on like projects forever so I [5:56] worked on that shot a little bit more [5:57] and somebody asked me if I hand painted [5:59] the specular Maps it's like no no that's [6:02] just plugged into the the roughness with [6:04] a little clamp there so the darker [6:06] values are reflective which is the you [6:07] know it's not always the best way to do [6:09] it but a lot of times they can get you a [6:10] surprising for far away of the way I [6:13] took this photo on on vacation and then [6:16] later I wanted to make this environment [6:18] so I just doubled a cube and kind of [6:19] line it all up from the camera view [6:21] reprojected and then you can relight it [6:24] and yeah had a little hello environment [6:27] and check it out my cable intersects [6:30] with the ground just like David Fincher [6:33] yeah relighting relighting and post is [6:38] one of the very coolest side-effects of [6:41] this of this process like like right [6:43] here modeling it I use used to be called [6:46] blam but now it's f spy it's a [6:47] standalone program that like lets you [6:49] line up the camera and it's free it's [6:50] very cool [6:51] so you can recreate the environment [6:53] that's that's cool and it's pretty easy [6:55] to deal with occlusions just by sliding [6:57] stuff around but the coolest part of [6:59] this is now you can literally relight [7:00] your images but the even cooler thing is [7:04] you can set that as an emission plane [7:05] and put other CG objects in it and look [7:07] its direction and specific lighting and [7:10] reflections on CG objects and if you do [7:13] this sort of thing that's that's a [7:14] that's hard to do generally and it's [7:17] good for scenes like this or I wanted to [7:19] add this this grass in there but you [7:21] need every point of the room is gonna [7:22] have slightly different direction of [7:23] lighting and so you reproject the thing [7:25] back on it you set up and try to match [7:26] the original lighting and then you can [7:29] you can actually kind of do that and [7:31] this is a this is the blend of guru [7:32] grass grass essentials which I am I am [7:34] in love with did the same thing for um [7:36] this is a series my my girlfriend's [7:38] working on it's kind of displaced spaces [7:41] and kind of dream imagery and so just [7:43] set up you know basic room ignore ignore [7:47] that um you can also use it to generate [7:50] shots from from scratch I was working on [7:52] the gig where they never actually got [7:53] any shots of this car driving but they [7:55] had behind the scenes photos so project [7:57] that back on the car and then do a [7:58] little bit of animation [7:59] lots of noise modifiers and then you got [8:01] the you've got the car driving and they [8:03] were like I recently did a gig or it's a [8:11] personal project who I wanted this [8:12] floating inside of a cabin it's supposed [8:16] to be floating over the tundra so I [8:17] actually had like this real cabin that [8:19] I'd filmed in and I have all these [8:20] behind the scene photos so use the whole [8:22] blam thing to kind of just streamline [8:23] lining up the camera you don't need it [8:25] but um mostly just putting stuff back [8:27] back on the cubes sliding stuff around [8:29] even when you don't really get it right [8:30] it still kind of looks looks right your [8:33] brain people's brains want the stuff to [8:35] work um and so just mapped it mapped it [8:37] all back onto there and I was able to [8:41] put this whole thing together in a [8:42] deceptive freetime unit which is the [8:43] area between when I think I should go to [8:45] bed and decide to just poke it one more [8:46] thing and [8:47] I actually go to bed like three hours [8:48] later and that's when I get my most of [8:51] the work done in in my life both [8:54] personal kind of like this and and [8:56] professional that's um because people [8:59] totally pay you to do this too [9:01] I recently at a gig I can't talk about [9:02] but it's for a fairly well-known show [9:04] with a fairly iconic set that they had [9:05] torn down and they're like we just need [9:07] a couple more shots of this set so I [9:08] watched the whole show took frame grabs [9:10] it the exact same thing I was just [9:11] talking about rebuilt the set and I was [9:13] able to render it out and now they have [9:15] that set and people can't even tell CG [9:17] which is very cool um a gig I can talk a [9:20] little bit about was supposed to take [9:21] place uh it's ed Sheeran south of the [9:23] border which I finished up like a week [9:24] and a half ago you guys should totally [9:25] watch the music video it's really fun [9:27] but it's supposed to have this [9:29] underground spy bunker kind of a Batcave [9:32] type situation and so yeah I stayed up [9:34] one night and I projected some [9:36] electronics on the cubes use some assets [9:38] from that cabin I was able to you know [9:40] those little drawers and things I put [9:41] together this thing I show the director [9:43] in the doctor was like I hate it it [9:45] looks like the back of a grocery store [9:46] and I was like ouch [9:47] okay let's add like a little brick arch [9:50] and make the screens actually light it [9:52] so it looks better and he's like I love [9:54] it and I was like Oh whew um so yeah [9:58] most all of this stuff is just camera [9:59] projected had to have stitching stitch [10:03] and stuff together the backgrounds just [10:04] a flat thing that I displaced within a [10:06] depth map because that is actually a [10:08] cool thing to be able to do lots of lots [10:13] of little little replacements and things [10:15] this was using um this add-on car rig [10:17] Pro where it's actually uses you just [10:19] make one curve and it handles all the [10:21] physics and it snaps the wheels to the [10:23] ground and it was like it was I'm not [10:25] doing a justice here um yeah that was [10:29] that was a fun one honestly a lot of the [10:31] stuff we did for this one was just the [10:33] director thinking I want to read people [10:34] to rework how the audience experiences [10:37] like this this moment and so can we [10:40] change the wall can we emphasize this [10:41] thing scale it bigger and it's cool to [10:43] be able to be able to do that and post [10:44] so I want to take a second is this [10:47] cheating I obviously do not know [10:50] architecture I did not lay any bricks I [10:52] didn't paint anything like that I just [10:54] kind of harvested I took a picture in [10:55] there like yeah I I did this no this [10:58] doesn't bother me because I'm [11:00] trying to make a CG building I'm always [11:01] just trying to make an image that [11:03] happens to have a CG building in it and [11:05] um I'm effectively making making the [11:07] photo collage and also I'm already [11:10] cheating because I'm using this mind [11:11] meltingly powerful program that can like [11:14] like do 2d animation and and simulate [11:17] water and do characters and um I kind of [11:21] disagree with Tron this is like the best [11:22] program I've ever used in my entire life [11:24] it can like reconstruct cathedrals and [11:25] simulate molecules and the fact that all [11:28] of us are here is just a testament to [11:29] the fact there's like these developers [11:30] whose brains work in ways that like I'll [11:32] never be able to like understand ever [11:35] and so this is this incredibly powerful [11:36] tool and it's changed my life so thank [11:38] you to everybody who's ever worked on it [11:40] this is [11:48] so I'm stopping for an additional second [11:50] because some of this is a little bit of [11:52] an oversimplification um like the [11:55] technical stuff is not any harder Bend [11:57] than this it really is you take it you [11:58] know you can take stuff and just do [11:59] stuff and give an impression of other [12:00] things but um back in 2011 I did a talk [12:04] kind of like this don't go don't go look [12:05] at it but um this guy came up to me [12:07] afterwards and he was he was very angry [12:10] okay well he was actually very friendly [12:12] but he was like he said I was holding [12:14] out he said I didn't explain why stuff I [12:16] did like looked good and I was like I [12:19] walked through the entire thing but [12:20] that's because it isn't just putting [12:22] stuff on stuff it's um it's an art and [12:27] and let's say like blender is this [12:30] incredible tool but because it's a [12:32] technical tool it's very easy to confuse [12:33] the the craft with with with the [12:36] technology and yeah like just show me [12:41] show me the buttons that you clicked in [12:42] order to remake the thing that you made [12:44] but like no blender blenders a legit art [12:46] medium it's the most versatile art [12:47] medium like I've ever I've ever [12:49] encountered and art has you know very [12:50] very different rules like I can teach [12:52] you all the draw just right now you just [12:54] um [12:55] you've got your paper you got your [12:56] pencil you could I guess now it's a it's [12:58] a left-click isn't it and and and you [13:05] make you make a mark on the page and [13:07] that's that's you can draw and it's [13:08] understood then you're gonna spend the [13:10] next couple decades hating everything [13:11] that you do as your brain tries to [13:13] reprocess how you see the world where [13:14] you turn 3d forms into 2 G shapes [13:16] capturing texture expressing it with [13:18] singular lines and and all of that and [13:21] um and as you work you're actually [13:23] rewiring your brain it's exactly the [13:25] same with CG even if you're assembling [13:27] stuff with libraries it's still like [13:29] passing through you so first of all [13:31] here's the biggest thing I've learned [13:32] over the past 20 years of like doing CG [13:33] this is this is a city I did in in like [13:36] 2002 and I modeled like three buildings [13:39] now look that's that's in the first city [13:41] yeah and this was using boolean so this [13:42] carport here is just like two cubes in [13:44] there and they're lighting up never need [13:45] anything more than it more than that [13:47] this is oh it's so arty look at its oh [13:49] you know Gilbert look at the net so [13:54] there's an electrical box I was very [13:56] proud of that but obviously those pipes [13:57] don't really intersect with those other [13:59] pipes which do intersect with the [14:00] drainage which is probably [14:01] not very good for an electrical meter [14:04] and that was such a big hit that I just [14:07] had three more disconnected electrical [14:09] boxes in in this one and that has [14:12] nothing to do with a technical [14:13] limitation [14:14] I just couldn't couldn't be bothered [14:15] same with like right here there's this a [14:17] freeway overpass that could go into this [14:19] hole but instead it smashes into the [14:20] retaining wall at exactly 55 miles per [14:23] hour which too little speed limit signs [14:25] mounted 20 feet from each other I'll [14:27] tell you [14:28] electrical box up there on the ceiling [14:30] again let's stick with the vignettes but [14:32] yeah whole roomful of pipes which [14:33] obviously do not go anywhere above above [14:35] the ceiling and I've learned things [14:38] since then now if I do a city it's gonna [14:40] use you know one two well that's a bad [14:43] example but if I do a room full of pipes [14:45] they're definitely gonna terminate you [14:46] know off off camera um that's that's not [14:49] good a lot of times when I teach people [14:51] CG though they'll take um they'll just [14:53] like turn on subsurf and start extruding [14:54] stuff out and like tweaking with the [14:56] things and then they're like man why [14:58] doesn't this look as good as the thing [15:00] that you made in like first of all you [15:01] made like this chrome space starfish [15:03] this is the dopest thing I've seen in my [15:04] entire life but also I spent like three [15:07] days making the exact same thing like [15:08] you just don't be don't get to the point [15:11] where you think it's it's done yet um [15:12] and that's honestly that's that was the [15:14] big thing that I had to learn um like [15:16] same with this one like I could have you [15:19] know these are these are used boxes I [15:20] could have added some grease and stuff [15:21] but it added a texture the the emission [15:23] plane it's implied that this thing is [15:24] like a vending machine that gives these [15:26] takeout boxes but there's not a single [15:28] hole on the front whether it would [15:29] actually be big enough for those boxes [15:30] these are things I knew I just couldn't [15:33] really be bothered which leads me to [15:34] world building which is the name of this [15:36] talk and so far it's all been like image [15:38] textures and I'm like what's the [15:39] difference [15:40] but um world building is the process [15:41] where if you're working on a novel or [15:43] web series or a film or anything like [15:45] that where you think through the rules [15:46] of how how that world operates it's like [15:49] what's the what's the government or the [15:50] religion or the currency or the weather [15:52] or the technology and and how do these [15:54] things all kind of interplay it turns [15:58] out as soon as soon as you start this [15:59] process of thinking through all of that [16:01] again your brain begins to rewire and [16:03] the coolest part about all of it is that [16:04] it means you just can be constantly [16:06] engaged in everything because like every [16:09] single detail everything people say [16:10] every every little mannerism that they [16:12] have details of architecture can all be [16:14] clues you can [16:15] just like harvest um in fact it's [16:18] usually like the little inane things [16:19] like um the the the the dents on a [16:23] doorknob or like the patterns of like [16:25] wet footprints walking away diverging in [16:27] a room or like the build-up of oils on [16:29] like a door where a thousand people have [16:31] pressed and then sometimes you feel just [16:32] like so incredibly sad for no reason is [16:35] you're looking at all these things and [16:36] you're like why am i why am i gathering [16:37] all of these details so why am i trying [16:39] to store this in my head what am i [16:40] trying to like hold on to what am i [16:42] afraid of losing and it means you just [16:43] can't stop ever and you're not the best [16:45] boyfriend ever be not the worst [16:46] boyfriend ever and you start looking at [16:48] like the people closest to you trying to [16:50] hold them tighter and tighter and you [16:51] want to call it love but you know [16:52] secretly deep down it's probably fear [16:54] you know I'm saying 3d modelers [16:58] experience too you start to model a [16:59] thing and then you go outside you start [17:01] noticing all these tiny little details [17:03] everywhere of like of this thing you see [17:05] everywhere and you stockpiling this new [17:06] thing you go back you look at your model [17:08] you're like fire hydrant I have failed [17:10] to capture your essence you start to [17:11] look it up on Wikipedia like who who [17:13] first designed these things where is the [17:15] first thing ever ever what's where is [17:18] the first fire hydrant um can i buy one [17:20] like you might think I don't own a [17:22] vending machine or a half-dozen beacons [17:23] you also might be might be mistaken um [17:27] or like reader boards I absolutely love [17:30] reader boards because it's like these [17:31] awkward businesses it's their one direct [17:33] channel for communicating with the [17:34] public and look who's talking is it the [17:36] business is it the is it the owner this [17:38] one um oh and this asset is a freon [17:41] blend swap if anyone wants to play [17:43] around with it cuz the only thing better [17:44] than having a weird obsession is trying [17:46] to share it to other people this one's [17:49] in my town it's the exact same thing for [17:50] four years and you just get to watch it [17:52] phase in and out of relevance like an [17:54] old friend this one this one's actually [17:57] a bit of a landmark in in a nearby town [17:58] it's um it's beautiful because it's like [18:01] that's the best thing that reader boards [18:02] I just returned to dust I did some [18:04] googling going back in time like what's [18:06] a what's an e leo pen a dealio pen they [18:11] since now they sell t-shirts with this [18:13] design on it which is kind of you know [18:15] made it a little bit too popular kind of [18:16] ruined it for me a little bit but reader [18:18] ports are a great way of expressing [18:20] transition or exposition exposition is [18:23] information that you think the the [18:24] viewer or the audience needs to know [18:26] about your story [18:28] oh yeah oops dude yeah this is an [18:33] inspired by unfortunate occlusions in [18:35] Amsterdam the the weekday anal tours so [18:41] exposition yeah it's information you [18:43] think the audience should know and it [18:44] can be it can be like counterculture [18:45] group spray-painting you know obvious [18:47] slogans on conveniently-placed brick [18:49] walls in the background it could be news [18:50] anchors talking about only crimes [18:52] relevant directly to your protagonist or [18:54] or news newspapers talking about you [18:57] know exactly what's relevant to to [18:59] everything which is can be kind of on [19:01] the nose I like it went a little bit [19:02] more subtle where it's like the audience [19:04] has to try a little bit harder to kind [19:05] of feel out the vibe the vibe of a thing [19:07] but yeah you can start you can start [19:08] from world-building with with anywhere [19:10] like a like with newspapers um like you [19:13] can make a personal wiki you can go nuts [19:15] you can just keep keep thinking and [19:17] adding all these little nodes that are [19:19] connected until you've planned out the [19:20] entire world and maybe it'll make you [19:21] novel better but it's also just kind of [19:23] kind of fun um I like to go to coffee [19:25] shops and do that I've got a personal [19:27] one on the website where I'm just like [19:28] filling everything out and um and it's [19:31] actually it's good to get out and about [19:32] I like to to go you're like listen to [19:34] music and like care um carry a notepad [19:37] and just kind of do do doodles and stuff [19:39] and like plan things out then you come [19:41] back and you work on it in in blender so [19:42] you're using as much of your brain as [19:44] possible I always see such cool concept [19:46] art and I was thinking man I want to I [19:48] want to have to make concept art but it [19:49] turns out the fastest way for me to [19:51] think is actually mocking stuff up in [19:53] blender you can just rotate scale flip [19:55] copy paste and all of that instead of [19:56] like committing ink to a into a page I [20:00] just had I don't draw a lot and I never [20:02] have anything to do with it so I put [20:03] them all here okay so I was the visual [20:09] effects supervisor on this project [20:10] called um prospect which is a short film [20:13] I think it's on Netflix and certain [20:14] regions now um it's it's really fun and [20:16] whereas most projects I show up and like [20:19] the day before the the art team shows up [20:20] with like gray paint and like a bunch of [20:22] 4 by 8 wooden panels and they paint them [20:23] and hot glue like motherboards on it [20:25] like it's a spaceship [20:26] these guys rented a warehouse and they [20:29] spent like seven months designing [20:30] everything from scratch they designed [20:32] all the sets on CAD programs cutting out [20:33] on CNC machines put them together like [20:35] these giant puzzles they design their [20:37] own fonts they built like actual [20:40] full-size spaceship [20:41] and stuff um everything was dirty I I [20:44] made this shot full CG and then they [20:46] actually built this foreground bit in [20:48] real life and filmed it with their [20:49] custom lenses just to add realism like [20:51] you're always looking through windows [20:53] you never get this God's eye view of the [20:54] entire thing it's always like you're [20:56] always trapped in there with the with [20:57] the actors which makes it feel like when [20:59] things go wrong you don't have an easy [21:00] escape what's really cool hey I didn't [21:07] think that would work but that was a [21:08] good costume um I I made this ship which [21:11] is basically just a reference for a guy [21:12] who built a 4-foot miniature of it and [21:14] then we filmed that just to make [21:15] everything kind of more more textural [21:17] which was which is really cool um I also [21:19] built this uh this big old freighter [21:21] which lots of little lots of little [21:23] greebles and they spent a ton of time [21:25] trying to figure out like the exact way [21:26] that the lighting would pass over over [21:28] all of this stuff um the hardest part [21:31] was actually the containers because [21:32] they're all covered in these like in [21:33] world logos and things that you can [21:34] barely even see but um yeah figuring out [21:36] via the lighting for this required a lot [21:39] of planning um we marked up little [21:42] things in the end we just kind of put a [21:43] thing on an arm and like tried to kind [21:45] of match it up because it made [21:46] continuity a little bit of a pain in the [21:48] butt but um let's see oh yeah when the [21:51] biggest references was a old Apollo [21:53] imagery because that's how it actually [21:54] looks like it turns out when you're [21:55] exposed for like daylight you don't see [21:57] a lot of stars [21:58] um that's only when you have like a long [21:59] a long exposure and this was like this [22:02] wasn't blender but this was like 2,000 [22:04] shots so just adding this constant dust [22:05] anytime they're out on a planet which if [22:08] you have a chance to put dust in like [22:10] 2,000 shots over the period of a summer [22:11] I I recommend go for it um I also have a [22:17] bunch of personal gigs I'm trying to [22:18] wrap up this is kind of a continuation [22:19] of a dynamo web series I've been working [22:21] on since like forever but this is kind [22:23] of a reboot type thing and some of it [22:25] takes place in this market and I've just [22:27] been like going nuts letting myself go [22:29] crazy with like the little details and [22:30] stuff I love designing maps that exists [22:34] in world because it's like somebody in [22:36] the world built this map for other [22:37] people that are also in the world and [22:39] it's fun to kind of be able to exist in [22:40] in that in that zone hey it's the tower [22:42] from Church of steel because they really [22:44] said open source um yeah a lot just lots [22:49] of little little bits my friend Paul [22:51] Spooner helped make this this subway map [22:53] if you're working on a story it's [22:54] actually really cool [22:55] start off with a map because then when a [22:56] character goes from A to B you know like [22:58] what that experience is like and it [22:59] actually helps you kind of like tell the [23:01] story um and I love CG but also it's [23:04] nice to be able to film something [23:05] without having to spend months doing [23:06] post work on it so we tried to build a [23:08] full set in our garage actually it's um [23:11] it's I bought I bought a church a couple [23:13] years ago out in the in the wet woods [23:15] and I'm trying to turn it in like a film [23:16] studio thing um just been fun a [23:18] challenge and um so this was but it's [23:20] got lots of room for building sets and [23:22] wacky stuff like that and of course we [23:24] mocked it up in blender first and then [23:27] it took pictures of that map that back [23:29] onto 3d geometry so that I was able to [23:31] do cuts like this is all real this is [23:33] this is CG and this is a very slow way [23:38] to make a film but it's very it's very [23:40] rewarding um okay here's the green [23:42] screen if you keep things messing enough [23:45] you don't have to put up a lot of [23:46] tracking markers they just start [23:48] built-in and this is just to show off [23:53] this amazing shadow casting chicken [23:55] nightmare oh thank you [24:03] this this is fun because you'll notice [24:05] we built we built the entire back of the [24:07] set and that means we're able to film [24:08] all of the close-ups and stuff and [24:09] ninety percent the footage without any [24:10] CG then we just back up and we're able [24:12] to fill in that that in-between area [24:14] after the fact really quick kind of same [24:17] with same with this one we uh [24:19] I built this fake fire escape type thing [24:21] going on right here and yeah and he [24:23] barely includes any CG so we're able to [24:25] do this like really quick you can see [24:26] behind his head there's still definitely [24:28] reflection with some trees but I know a [24:29] CG guy who's going to deal with that I [24:31] just haven't wanted to do it yet so [24:36] making making these lazy tutorials has [24:39] been [24:42] monomakh in a wings down position moths [24:45] are pure chaos and don't stress too much [24:47] at a base key in a new shaky and put the [24:49] wings up I had to keep he and annoys [24:51] modifier in the graph editor to make the [24:53] wings just go nuts duplicate them off [24:55] offset the noise modifier and again [24:57] exactly six times no I don't care [24:59] make the mobs a new collection moths [25:01] make an emitter object and give it a [25:03] particle system have all the moths start [25:04] on the first frame with it with a good [25:06] lifetime have it render as a collection [25:08] moths for physics select Boyd's oh yes [25:11] turn the mass way down look at that but [25:13] can we teach them to love make a lamp in [25:16] the Boyd brain create only one rule [25:19] follow the leader [25:20] their leader is and shall always be lamp [25:22] tweak a couple settings it's unavoidable [25:24] mostly masked max speed angular velocity [25:26] and personal space oh yeah it's a pain [25:28] but no one gets into math wrangling for [25:30] the adrenaline hey check it out they [25:32] like the lamp now that you have this put [25:34] them anywhere you can make a lazy scene [25:35] and add mobs and people be like wow [25:37] you've even added moths and you'll be [25:38] like yeah I did and I taught them to [25:39] love moths add realism to anything [25:50] so that's that's one of the the lazy [25:52] tutorials which I kind of just made for [25:54] fun but like now that's been seen [25:56] hundreds of thousands of times and all [25:57] these people are like wow that makes [25:58] blender look really easy I'm gonna [25:59] download it right now and so that's not [26:01] exactly an introductory tutorial so I [26:03] spend a lot of time in the YouTube [26:04] comments just trying to kind of give [26:05] give tech support or direct over to like [26:07] you know doughnut tutorials and things [26:09] like that but like this this image right [26:12] here is kind of a throwaway image I just [26:14] made it because I needed a demo for the [26:15] UM for the end of the tutorial [26:17] but like I had that lamp growing up and [26:20] the reason it's on this grassy hill [26:22] overlooking the city is like I'm trying [26:23] to channel gasworks Park which is this [26:25] place I spent a lot of like cool summer [26:26] nights or a conceivably Kiki's Delivery [26:28] Service cuz that's my girlfriend's [26:31] favorite movie and well like we'll watch [26:32] that and feel feel good um and I [26:34] normally add like camera shake to my [26:35] shots but I was remembering this scene I [26:36] filmed in grass with this cheap handmade [26:39] dolly that like looked kind of like a [26:40] million bucks even though it only costs [26:42] 40 um and like the depth of field is [26:44] shallow because you like using old 2012 [26:46] DSLRs like suddenly you could you could [26:47] shoot with like a narrow depth of field [26:49] and there was like that's the cinematic [26:50] look now of course we know that was [26:52] actually the 2012 DSLR YouTube look and [26:56] and from a technical sense if you're [26:58] filming at night you need to open the [26:59] aperture to get get more light in there [27:01] um I also I also made a music video with [27:05] this exact concept like four years ago [27:06] drove across the town jumped around [27:08] doing that the grass I was obsessed with [27:10] grass after capture its grass the [27:14] essence and then blender guru released [27:16] the the grass essentials and myself was [27:18] like I am I am at peace and I was like [27:20] now but I I didn't do it myself is like [27:21] oh I don't care and I was like I I kind [27:24] of wanted to do it though and my soul [27:25] was like look kid this thing is wild rye [27:27] uncut learn your place [27:29] alright the beacons in the background [27:34] are are something I filmed it like my [27:36] best friend's brothers wedding and like [27:37] when I was a kid my dad worked in radio [27:39] and he took me out the transmuter [27:40] buildings and I'd wait in the vans for [27:42] the radiation from the transmitters like [27:43] wouldn't like fry my brain and I'd sit [27:45] there and I just look up at all these [27:46] these beacons kind of kind of blinking [27:47] and my point is that every experience [27:50] we've had and all of that all all goes [27:52] into who we are and how we how we [27:54] process everything you you are a giant [27:55] neural network and that's why I get the [27:56] excited whenever anybody's saying [27:58] they're gonna make a film or art or [27:59] anything because they're gonna be making [28:00] something to only they can [28:02] make um so what if you've never done [28:04] anything like this what have you've [28:05] never done CG or world-building or [28:07] anything like that is it I like I like [28:09] to get kind of pretentious and be like [28:10] yes I've spent three decades observing [28:12] and making these little lists of the oil [28:14] on the doors but you don't need that if [28:17] you have really good reference and it's [28:21] true like most of us when we think of [28:23] when we think of a house or a plane or a [28:25] car we have this kind of cartoonish [28:26] version and so then when we tried to [28:28] translate into a medium we tried to draw [28:29] or do in 3d we end up with something [28:31] we're not entirely proud of and that's [28:33] because it's an accurate representation [28:34] of an inaccurate mental mental concept [28:37] reference straight up bypasses that and [28:40] like I know I know that the the [28:42] translation from observation to mental [28:44] concept a personal like representation [28:46] could be just that's as good of a [28:47] definition of art I've ever heard but [28:49] there's no reason you can't try to to [28:52] help improve and make more accurate that [28:53] mental concept and once you start this [28:56] process like once you start thinking in [28:58] terms of breaking things down and CG for [28:59] for blender it starts to kind of take [29:01] over like nature is great for this [29:04] because it's it's random straight random [29:06] following very organized rules and I've [29:09] started getting into procedural textures [29:11] oh and it turns out blender has like [29:13] great tools for simulating both [29:14] randomness and and order um once you [29:17] start getting into procedural textures [29:19] you start to see this stuff absolutely [29:22] everywhere like yeah oh yeah yeah that's [29:26] it yeah oh pine cone yeah we can think [29:28] we can do that well that's actually the [29:29] same pattern on the grass and both a [29:31] dappled sunlight Oh for annoy yeah yeah [29:35] oh it's and you start seeing it's just [29:36] the same kind of patterns overlapped [29:39] over over each other and it's just it [29:40] becomes kind of kind of addicting like [29:43] water is you know famously easy to you [29:47] know straight forward to to reproduce [29:49] procedurally and so as I was in the [29:51] middle of doing this presentation I went [29:52] out to eat and it started pouring rain [29:53] in the parking lot and I'm like that's I [29:55] think we get in I think we can do that I [29:56] knew there was a texture node that kind [29:58] of looked like Swiss cheese it turns out [29:59] it's it's a Voronoi and I was like all [30:01] right if those Swiss cheese holes are [30:03] passing through a plane and we use that [30:05] cross-section to power displacement [30:06] maybe that would look like ripples and [30:08] it would be kind of weird that the [30:09] ripples get big and then you know as the [30:10] cross-section goes through gets small [30:12] again but if we like go big enough maybe [30:15] we can catch [30:16] kind of the essence of that thing and [30:17] this is this is nothing compared actual [30:18] procedure artist this is like a fraction [30:20] of a percent but it's like I'm just [30:21] getting into it and I'm really excited [30:22] so that's a um on the same note traffic [30:26] you know as long as everything's moving [30:27] out the same speed it's really easy but [30:29] like I was like all right let's we got [30:31] this to physics and it was so many guys [30:37] you'll see so I tried to do the same [30:38] thing with everything constrained to one [30:40] axis and and all the traffic kept [30:42] backing up and like cars were trying to [30:43] go but there wasn't room in the [30:44] intersection so everybody was getting [30:45] angry and then I like oh wait a second [30:47] I've simulated traffic - well I actually [30:49] had better luck with his dark spaghetti [30:52] where I did this and then I just took [30:53] this boolean did a little cross section [30:55] there just for try and like capture the [30:56] essence and it turns out like it doesn't [30:58] it doesn't look good concepts kind of [31:00] fun and once you start kind of thinking [31:01] for that dimensionally it you actually [31:03] the whole traffic thing kind of it kind [31:05] of makes sense that one doesn't have a [31:08] successful representation yet because I [31:09] haven't I haven't actually figured same [31:13] with greebles anything everything [31:14] technologically complex on a mass scale [31:16] you can kind of abstract that and then [31:17] people like looks like it does a thing [31:20] like the outside of a Star Destroyer [31:20] covered in all the little the little [31:22] DubLi bits normally make all of my own [31:24] stuff but I saw some NASA marbles for [31:26] sale and I was like oh that's just a [31:28] Griebel cube with a rocket coming out of [31:31] it I love it um and like that obviously [31:34] the Rockets you know I UV enrapt know I [31:36] didn't I set up these little vertices [31:38] there too so that the generative box [31:41] mapping the that I used to swear by back [31:44] in my last talk in 2011 would know where [31:46] the where the boundaries are so don't [31:48] listen to anything I say because that's [31:49] that's that's that's don't do that um [31:52] that's basically you know observe the [31:55] world use reference don't be afraid to [31:56] overthink have fun not too much fun if [31:58] you're just trying to make a thing use [31:59] photos photo scans which I didn't talk [32:01] about but you guys in the photos games [32:02] don't reinvent the wheel there's a photo [32:03] skin so I also have I have that kind of [32:09] a three minutes of thing I've been [32:11] working on do we have three minutes yeah [32:13] all right it's um good it isn't playing [32:18] yet because this is so not done and [32:21] you'll see it what the audio is you [32:22] stuff I dumped on there get to give the [32:24] disclaimer and [32:25] so don't yeah yeah I'm gonna talk over [32:42] [Applause] [33:14] you can hear me directing [33:19] it's about to get real [33:22] then to look first [33:26] it's gonna be Birds [33:54] canal's because of ants again [33:57] yeah [34:00] this doesn't have CG I was just really [34:02] proud of of this this little secret so [34:04] uh look at that little sparkly oh [34:14] yeah [34:17] are you sandpaper and I just scraped a [34:19] piece of plexiglass [34:30] yeah no no blender it wasn't a good idea [34:39] [Music] [34:50] [Applause] [34:53] [Music] [35:02] merchants no boy ed wants to salute [35:05] come on [35:28] yeah he's good there's gonna be dialogue [35:30] and stuff but yeah I cut it because I'm [35:31] not showing any any plot but yeah so [35:33] that's all that's all just done in in [35:34] like a garage with like like this [35:36] amazing like software so that's that's [35:39] my that's my talk thank you [35:40] [Applause]