Skip to content
BoWen Chai's Notes
Go back

Blender 5 Film Flash, Part 5: Style Materials and the Film Look

Edit page

Blender 5 film-flash series: 1 · Place and shape the light · 2 · Iterate lighting in real time · 3 · Meter and match the camera · 4 · Build and load the background · 5 · Style materials and the film look

The camera, flash, and background are now controlled. This final note turns the existing model into repeatable wardrobe, skin, footwear, filter, and finish tests while keeping the Fujifilm GW690III-style, EI 80 reference intact. The purpose is practical: configure Blender, inspect the result, and leave with a material choice or physical set action that can be attempted on an eight-frame roll of 120 film.

Blender can approximate shape, highlight placement, shadow separation, and relative stop changes after the light has been calibrated. It cannot identify an unknown film stock’s sensitometric curve, spectral response, development, scanner profile, or exact reaction to a person’s skin and clothing dyes. Treat the render as a controlled previsualization, then prove the final exposure with a flash meter and a real test frame.

1. Freeze the camera result before styling

Open the calibrated scene from Part 4 and use File → Save As (Ctrl+Shift+S) to create a styling copy. Confirm this baseline before editing a material:

Camera Data: Horizontal Sensor Fit · 82.6 mm Sensor Width · 90 mm Lens
Output aspect: 82.6:56, for example 2950 × 2000 px
Reference capture: EI 80 · f/8 · 1/125 s
Flash: recorded position, distance, size, Power, and Exposure
Ambient: recorded collection and World values
Color management: AgX · Medium High Contrast · Exposure 0 · Gamma 1
Cycles Film Exposure: neutral scale 1.0
Calibration: gray card and neutral wardrobe test swatches

That block is the 120 / 6×9 reference. If the shoot uses the 135, 4×5, or 8×10 preset from Part 3, substitute its Sensor Width, output ratio, and real focal length before judging materials, then keep them fixed. The extended planning envelope is f/1.0–f/32 and 1/125–1/1000 s; validate that the chosen camera, lens, shutter, and flash synchronization support the exact combination.

The f/8 value under Camera Data Properties → Depth of Field → Aperture → F-Stop controls depth-of-field shape; it does not make Blender’s render two stops darker than f/4. Part 3 maps camera stops to Light Exposure and World Strength. During this note, keep Render Properties → Color Management → Exposure at 0, Cycles Render Properties → Film → Exposure at its neutral 1.0, and the calibrated flash values unchanged. Otherwise a darker shirt can silently become an exposure change.

The named AgX Medium High Contrast look is the same fixed viewing baseline used in Part 2. It is not a film-stock simulation and it is not the optional grade built later in this note.

Extend SHOT_01 rather than starting a second top-level hierarchy. Inside it, organize the subject and add a look-development collection that separates geometry from options:

SUBJECT
├── BODY_RENDER
├── BODY_COLLISION
├── WARDROBE
│   ├── LOOK_A
│   ├── LOOK_B
│   └── LOOK_C
├── SHOES
│   ├── SHOE_A
│   └── SHOE_B
└── CALIBRATION_SWATCHES

LOOK_DEV
├── MATERIAL_MASTERS
├── LIGHT_FILTERS
└── COMPOSITOR_LOOKS

In the Outliner, choose View Layer display mode. Open its funnel popover and expose the restriction toggles. For an inactive look, disable Include/Exclude from View Layer for that collection; exclusion removes its objects from both the active view layer and its render. The eye only hides objects in the current viewport, so it is not a reliable final-render or physics switch. Keep only one LOOK_* and one SHOE_* collection included during a comparison.

When a duplicated object must receive a different material, make that material single-user before editing it:

  1. Select the duplicate and open Material Properties → Material Slots.
  2. If a number appears beside the material name, click that user-count number. Blender creates a single-user material data-block.
  3. Rename it by purpose, for example MAT_Jacket_Wool_LookB, before changing nodes.

Changing a shared material otherwise changes every object that uses it. Keep shared node groups only for behavior that must remain shared, such as the physical scale of one weave pattern.

Make a camera-result checklist

Render one neutral F12 frame before any styling and record four observations:

Inspect in the fixed camera viewWhat it controls on the real set
Gray card and skin brightnessWhether the Part 3 exposure reference is still intact
Specular highlight sizeFlash/modifier apparent size and material roughness
Dark-cloth edge separationBackground tone, flagging, fill, or rim placement
Fine texture at output sizeWhether a fabric, pore, or shoe detail will actually survive a 6×9 scan

Save this as look00_neutral. Every later image should differ from it for one named reason.

2. Decide whether clothing needs simulation

For a still film photograph, simulation is not automatically the best solution. Choose the smallest workflow that answers the visual question.

QuestionFast configurationUse Cloth when…
Does the color work with the background?Reuse the fitted garment and change a material instanceIt does not require simulation
Does a jacket silhouette frame the face?Edit or sculpt a duplicate at the final poseGravity and folds determine the silhouette
Will a skirt move during the exposure?Pose a representative shape for a static testThe direction and amount of motion matter
Does fabric bunch against the body?Use a fitted low-resolution mesh plus corrective sculptingCollision produces the feature being evaluated
Is the weave visible under flash?Solve it in shader bump/normal detailDo not add weave polygons to the solver

Fast static garment setup

Use this route for most look tests:

  1. Duplicate the fitted garment into its look collection and rename it, for example Jacket_Wool_LookB.
  2. In Object Mode choose Object → Apply → Scale (Ctrl+A, then Scale). Confirm Object Properties → Transform → Scale reads 1, 1, 1. Cloth distance, Solidify thickness, bevel width, and subsurface scale are otherwise difficult to compare.
  3. Open the 3D Viewport Overlays popover and enable Face Orientation. Blue should face outward. If a region is reversed, enter Edit Mode (Tab), select all (A), and use Mesh → Normals → Recalculate Outside (Shift+N).
  4. Fit the silhouette with G, R, and proportional editing (O), or use Sculpt Mode. If needed, add Modifiers → Add Modifier → Deform → Shrinkwrap as a fitting aid. Use a positive Offset so the cloth does not share the body’s surface.
  5. Add Modifiers → Add Modifier → Generate → Solidify for edge thickness, then Subdivision Surface for the final silhouette. Keep weave and pores in shader bump rather than adding them to the mesh.
  6. Leave the modifiers unapplied while testing. Apply one only when another operation genuinely requires fixed geometry, and save a version first.

Check the result from the camera, not only in a close orthographic viewport. A fold that looks excellent from the side may create a distracting bright triangle in the final flash angle.

Cloth simulation setup

This tutorial uses the established Physics Properties → Cloth system. Blender 5.2 also has an experimental Geometry Nodes Cloth Dynamics simulation, but the 5.2 manual warns that it is still changing and does not yet provide self-collision. That makes it a poor default for a close portrait garment.

Use a low-resolution mesh with mostly even quads. Dense scan topology and long thin triangles are poor solver inputs. Begin with the garment outside the body, not intersecting it.

  1. Apply the garment scale and confirm outward normals.

  2. Duplicate or simplify the body into BODY_COLLISION. Remove teeth, eyeballs, hidden body layers, and detail too small to change the garment silhouette.

  3. If the body is rigged, inspect Modifiers Properties and keep this order:

    Armature / Shape-Key deformation
    → Collision

    Add the collision system with Physics Properties → Collision. The Collision modifier must receive the body’s already-deformed shape, so it belongs below the Armature modifier.

  4. On the garment, keep the working stack in this order:

    Armature or broad fitting deformation
    → Cloth
    → Solidify
    → Subdivision Surface
    → fine displacement, if required

    Modifiers evaluate from top to bottom. Armature deformation above Cloth provides the animated input; Solidify and render subdivision below Cloth keep the solver on one lighter surface.

  5. At frame 1, place the character in a relaxed bind or pre-roll pose. Animate into the final pose over roughly 15–30 frames, then allow another 20–40 frames to settle. Starting directly in an extreme pose often creates an avoidable collision explosion.

  6. Create pins under Object Data Properties → Vertex Groups. In Edit Mode, select waistband, cuff, collar, or shoulder vertices, assign them to PIN_Garment, then soften the edge in Weight Paint Mode. Choose that group under Physics Properties → Cloth → Shape → Pin Group.

  7. Under Cloth → Physical Properties, choose the nearest preset, then change only one family at a time: Mass, Tension, Compression, Shear, or Bending. These values control motion and fold formation; they do not replace shader roughness or weave.

  8. Under Cloth → Collision, enable Object Collisions. Put collision proxies in a dedicated collection and assign it to Collision Collection so background props cannot accidentally enter the solve. Enable Self Collisions only when folds must touch themselves.

  9. Test a short range with modest simulation and collision Quality. If cloth penetrates, first check scale, starting intersections, normals, and collision Distance; only then raise Quality. An oversized Distance can stop clipping but makes cloth appear to float.

  10. Save the .blend. In Cloth → Cache, set Start and End, return to Object Mode, and click Bake. Use Delete Bake before changing Start/End, topology, pins, pose, or collision settings, then bake again. Keep viewport and render subdivision levels consistent because the cloth cache is created for the subdivision level being evaluated.

For a still portrait, move through the cached frames and choose the one whose folds support the pose and light. Record that frame number on the shot sheet. The real garment will not reproduce a simulation frame exactly; the useful predictions are silhouette, likely bunching, and where the fixed flash creates deep collar shadows or bright fold highlights.

3. Configure fabric for flash

Select the garment, switch to the Shading workspace, and change the Shader Editor context to Object. In Material Properties, create or select the single-user material. The default Principled BSDF is based on OpenPBR Surface: diffuse, metal, subsurface, and transmission form the base; Coat and Sheen sit above it. This layering is why a coated cloth should use the Coat layer instead of adding another glossy shader.

Build each fabric at four separate scales:

  1. Base color: the unlit dye or albedo, without photographed shadows.
  2. Broad roughness: changes across worn areas, nap direction, or coated regions.
  3. Fiber response: Sheen and, when relevant, directional anisotropy.
  4. Fine relief: weave in a normal or Bump node, at a scale consistent with the model.

Add images with Shift+A, search for Image Texture, and set the Color Space on each Image Texture node according to what its pixels mean:

Image contentColor SpaceConnection
Photographic albedo/base colorThe space it was encoded in, commonly sRGBColor → Principled Base Color
Roughness, metalness, mask, or heightNon-ColorColor → matching scalar input
Tangent-space normal mapNon-ColorColor → Normal Map Color → Principled Normal

Blender converts color images into its internal linear working space. Non-Color prevents that conversion for numerical data. For a DirectX normal map, set the Blender 5.2 Normal Map node’s Convention accordingly; Blender uses OpenGL/Y-up by default. A grayscale height image belongs through a Bump node, not a Normal Map node.

Start with the following ranges, render, and then change one socket at a time. They are diagnostic starting points, not measured fabric constants:

MaterialPrincipled starting directionWhat the fixed flash should reveal
Matte cottonMetallic 0; Roughness 0.65–0.85; Sheen Weight 0.05–0.2; low Bump StrengthFolds stay readable without glittering fibers
WoolMetallic 0; Roughness 0.7–0.9; Sheen Weight 0.2–0.5; broad fiber breakupSoft highlight transition and a readable silhouette
SatinMetallic 0; Roughness 0.2–0.45; directional weave normal; test Specular Anisotropy in CyclesHighlight follows the weave instead of looking like plastic
Coated syntheticMetallic 0; base Roughness 0.35–0.6; Coat Weight 0.1–0.4; lower Coat RoughnessA second, tighter reflection sits above the colored base
Sequins or bare metal threadMetallic 1 only through a binary or textured mask on real metalSmall highlights remain shaped rather than becoming white noise

Principled Specular → Anisotropy is Cycles-only in Blender 5.2. Supply a consistent Tangent direction and validate satin in Cycles; do not approve its highlight direction from EEVEE alone. Leave IOR Level at its neutral 0.5 unless a reference supports changing the dielectric reflection. Roughness usually explains a cloth highlight better than arbitrary specular boosting.

Do not brighten a dark garment’s Base Color merely because it disappears. First check whether it needs rim light, background separation, or a different roughness response. The same principle will transfer to the real set; painting the virtual material gray will not tell us how black cloth photographs.

Read fabric as a camera decision

Make two F12 renders at the Part 3 reference, EI 80 · f/8 · 1/125 s: one with the neutral material and one with the candidate. If the gray card and skin stay matched but only the garment changes, exposure is still calibrated and the material response caused the difference.

Render symptomChange in Blender firstReal-shoot interpretation
White satin loses fold detailRaise material roughness or enlarge/reposition the source; inspect unclipped render dataChoose a softer modifier or reduce flash-to-subject exposure after metering
Black wool becomes one shapeCheck albedo, broad roughness, and edge separation; do not lift global ExposureAdd controlled fill/rim or change background separation
Weave becomes sparkling noiseLower bump/normal strength and confirm texture scaleTexture may be below the lens/scan resolving limit or too contrasty under direct flash
Color shifts when only roughness changesRecheck Image Texture Color Space and shared materialsThe Blender setup is invalid; do not infer a film-stock color shift

4. Treat shoes as structured objects

Most shoes should not use a garment-wide Cloth simulation. Keep the sole, heel, toe box, eyelets, and hardware structurally stable. Fit the upper with a Lattice, Shrinkwrap, proportional editing, or a corrective sculpt. Simulate only genuinely loose parts such as laces, a soft tongue, or a fabric pull tab.

For a rigged subject:

  1. Fit the shoe to the posed foot, apply Scale, and confirm its dimensions under N sidebar Item → Transform. A shoe imported at centimetres but treated as metres will give unusable bevel and texture scales.
  2. Parent a rigid shoe to the appropriate foot bone with Ctrl+P › Bone, or transfer controlled armature weights when the upper must deform.
  3. Rotate the ankle through a small test range and inspect heel slip, toe penetration, and sole bending before material work.
  4. Under Modifiers Properties → Add Modifier → Generate → Bevel, give only highlight-forming edges a small physical Width and two or three Segments. A perfectly sharp CG edge has no highlight width and often makes leather or rubber look unfinished.
  5. Under Material Properties → Material Slots, add slots for upper, sole, welt, laces, lining, and metal hardware. In Edit Mode, select the relevant faces and click Assign for each slot.

Configure the material families separately:

Test black shoes against both the final background and a temporary middle-gray background. The first tests separation; the second reveals whether the material itself has readable form.

Return to the final background before deciding exposure. If the gray card and skin remain correct while a black shoe disappears, do not open the camera or increase Blender’s global Exposure. The transferable fix is usually an edge-catching source, a lighter patch of background behind the shoe, or a material with better broad roughness variation. Confirm the chosen solution at the reference f/8; a virtual highlight visible only at f/3.5 implies a real aperture or flash-power change that must be metered.

5. Configure skin tone without baking the light into it

Start from an albedo or base-color texture captured or authored without directional lighting. A portrait JPEG with a highlight on the nose and shadow under the chin already contains a light; using it as Base Color causes those features to remain when the virtual flash moves.

Configure the material in this order:

  1. Select the body and make the skin material single-user only if this look is meant to change it. In the Shader Editor, keep one Principled BSDF connected to Material Output.
  2. Set albedo to its encoded color space, commonly sRGB. Set roughness, masks, displacement, and normal images to Non-Color. Set Principled Metallic to 0.
  3. Confirm the head has real dimensions and applied Scale. Subsurface Radius and Scale describe distances; copying them from a centimetre-sized asset to a metre-sized model is meaningless.
  4. Build spatially varying roughness for forehead, nose, lips, cheeks, and dry areas. Judge the broad highlight first, then add a low-strength pore normal or bump at anatomical scale.
  5. Use Object → Shade Auto Smooth or appropriate smooth shading, and enough subdivision to prevent faceted flash highlights. Do not use subdivision to hide broken anatomy or normals.
  6. For the material check, choose Render Properties → Render Engine → Cycles. In the Principled node open Subsurface, choose Random Walk (Skin), and use a closed, clean mesh. Blender’s manual notes that holes and overlapping faces can break Random Walk. The method is Cycles-only and automatically adjusts radius from the color texture to retain skin detail.
  7. Test Subsurface Weight as a deliberate off/on material choice—typically 0 or 1 in the OpenPBR model—then tune Scale against the correctly sized head. Do not use a large radius to blur pores or fix noisy lighting.

For skin-tone variants, put the adjustment in a named node group before the Principled Base Color. Create it by selecting the adjustment nodes and choosing Node → Make Group (Ctrl+G), name it SKIN_TONE_VARIANT, and expose only modest hue, saturation, and value inputs—or blend between properly authored albedo maps. Do not use scene Exposure to create a skin-tone variant: it also alters wardrobe, background, and the gray reference. Do not force every complexion toward the same numeric value; preserve hue relationships and compare how the fixed flash renders highlights and shadow color.

Build a static test frame containing the face, near ear, lips, neck, one hand, and gray card. Judge these failure modes separately:

SymptomLikely control to inspect first
Waxy faceSubsurface Scale/Weight, mesh scale, missing roughness variation, excessive denoising
Chalky highlightBase color contamination, clipping, source too small, roughness too low
Gray or lifeless shadowLight spectrum/white balance, excessive neutralization, missing bounce
Plastic nose and foreheadUniform low roughness or unjustified IOR Level change
Red glowing earsSubsurface radius/scale or a backlight that is too strong
Tone changes when wardrobe swapsUnlocked exposure, shared material, or color-management drift

Validate skin in Cycles after rapid EEVEE work. Keep the same camera, gray card, and light values so the engine comparison tests transport and material response rather than a new art direction. If only skin clips while the gray card stays stable, inspect source size, skin roughness, and subsurface before changing the camera. If both card and skin move together, return to Part 3 and recheck the stop mapping.

6. Separate light filters, lens filters, and the scan look

These operations are not interchangeable.

Flash gels and source color

A flash gel belongs to the source, so duplicate the calibrated Light into LIGHT_FILTERS, keep its transform and size unchanged, and set Light Data Properties → Color or Temperature. If the gel’s measured transmission loss is L stops and this is only a colored-light approximation, set:

filtered Light Exposure = calibrated Light Exposure − L
real filtered GN = unfiltered GN × 2^(−L / 2)

A one-stop gel therefore changes GN by about 0.707×. Do not subtract the loss twice: if a physically modeled transmissive sheet already attenuates the rendered source, leave the Light Exposure alone and verify the rendered reduction against a reference.

The GW690III has no electronic white-balance control. Film stock, a physical conversion filter, development, and scanning determine that interpretation. Keep Render Properties → Color Management → White Balance fixed during an A/B material test. If Temperature/Tint is changed to preview a lab or scan decision, record it as a viewing choice, not a camera setting. Daylight flash on skin and a warm practical in the room should normally remain two visibly different sources.

Physical lens filters

An ND, color-conversion, diffusion, polarizing, or colored black-and-white filter sits in the camera path and can carry an exposure factor. Include its measured factor in the Part 3 stop calculation; a compositor tint does not repay light removed by a physical filter.

For a two-stop lens ND:

The stock GW690III transfer remains limited to its fixed 90 mm f/3.5 lens and leaf-shutter speeds through 1/500 s. An f/1 or 1/1000 s variant belongs to a different camera/lens system, even if the stop arithmetic is valid in Blender.

Use compositor blur, glare, or color operations only to preview the visual character. Real diffusion reacts to highlight size, focus, flare, lens design, and exposure; a single Glare node cannot certify the real result.

Film, development, scan, and print look

Keep an ungraded render and put the optional look after it:

  1. Switch to the Compositing workspace. In the Compositor header click New; Blender 5.2 creates a scene compositor node tree with Render Layers and Composite.
  2. Confirm Output Properties → Post Processing → Compositing Pipeline is enabled so the render engine actually uses the node tree.
  3. Add nodes with Shift+A and build one restrained chain:
Render Layers
→ Color Balance or RGB Curves
→ subtle Hue/Saturation adjustment
→ optional, restrained Glare
→ optional Film Grain
→ Composite
  1. Add Output → Viewer for inspection, or press Ctrl+Shift+LMB on a node to attach a Viewer. Enable Backdrop in the Compositor header to see the active Viewer behind the graph.
  2. Select the grading nodes and press M to mute/unmute them. Muting passes their inputs through, giving a reliable neutral-versus-look comparison without rewiring.

Keep the Part 2 display baseline—AgX, Medium High Contrast, Exposure 0, Gamma 1—while approving lighting and materials. The compositor grade is an additional, bypassable layer. Add contrast only after exposure and viewing white balance; add saturation only after checking individual channels. Use Glare’s threshold and strength to restrict it to the brightest regions. Real diffusion also depends on aperture, focus, flare, lens design, and highlight geometry, so a Glare preview cannot specify which physical diffusion filter to buy or its exact strength.

Blender 5.2’s Camera & Lens Effects → Film Grain node is suitable for a look preview near the end of the chain. For a still, disable Animated and judge grain only at final output or print size. Its presets cover motion-picture gauges and a 35 mm portrait look, not the GW690III’s 56 × 82.6 mm 120-film negative. Use Custom as an artistic starting point. The node’s ISO field controls the simulated grain appearance; entering 80 does not meter the render or characterize an unknown EI 80 stock. Do not substitute Sensor Noise—that node models digital sensor noise.

Save two outputs:

Grain, halation, scanner color, and print contrast remain creative approximations unless they come from a measured stock/development/lab profile. A preset named after a film is not evidence that the render will match that film at EI 80.

7. Build five diagnostic looks without changing the camera

Use one saved frame and duplicate only the relevant collections or materials. Keep EI 80 · f/8 · 1/125 s; when a light or modifier changes, restore the gray-card baseline with the Part 3 flash calibration before evaluating materials.

LookBlender configurationWhat to inspectPhysical decision it can support
Hard snapshotSmall, near-axis flash; ambient suppressed; matte shirt; grade mutedWall shadow, facial sheen, direct-flash textureBracket flash height/distance and decide whether powder or a larger modifier is needed
Soft editorialLarge close Area light, reflector fill, wool/cotton; gray card re-matchedFold shape and broad skin highlightsChoose modifier size, placement, and fill ratio before metering
Warm roomDaylight flash plus warm practical ambience; Blender white balance fixedSeparation between source colorsChoose film/filter/lab interpretation without neutralizing the practicals
Dark footwearStrip-like edge source; leather/rubber/metal slots; controlled spillRoughness and silhouette separationPlace an edge card/light or change the patch of background behind the shoes
Saturated stock-look previewSame measured light; colorful fabric; bypassable contrast/saturation gradeWhether the styling depends on invented highlight latitudeShoot a stock/lab test rather than trusting the preset

Do not compare these looks by changing everything simultaneously. First hold the camera and light fixed while comparing materials. Then hold the selected material fixed while comparing lighting. Finally turn the grade on and off. Render slots or separately named files make this A/B sequence auditable.

8. A 25-minute practice exercise

  1. Minutes 0–4: save a neutral master and build the variant collections.
  2. Minutes 4–9: duplicate one existing garment, make its material single-user, and create a matte and a satin version without changing Base Color.
  3. Minutes 9–13: separate one shoe into upper, sole, and hardware materials; add bevels that read under the reference flash.
  4. Minutes 13–18: inspect the skin test frame, correct color-space assignments, and add spatial roughness before touching subsurface.
  5. Minutes 18–22: create one source-gel variation and record its assumed or measured loss.
  6. Minutes 22–25: add a bypassable compositor look, render neutral and graded versions, and write down what must be recreated physically.

Record the result:

Wardrobe collection and material: ______________________________
Cloth method / accepted cache frame: ___________________________
Shoe upper / sole / hardware materials: ________________________
Skin albedo, roughness, normal, subsurface notes: ______________
Physical gel or lens filter and loss: __________________________
Neutral render saved: yes / no
Look nodes bypassable: yes / no
Real-set action implied by the render: _________________________
Real camera transfer: EI ____ · f/____ · 1/____ s · filter ____
Flash transfer: GN ____ at ISO 100 · power ____ · distance ____ m

Transfer the approved look back to the GW690III

  1. Mute the compositor grade and confirm the gray-card render still matches look00_neutral.
  2. If it does, the styling did not change the camera reference: begin the real setup at EI 80 · f/8 · 1/125 s, then verify with an incident flash meter.
  3. Apply measured gel and lens-filter losses. Restore a flash loss with aperture, flash energy, or distance; use shutter only to place the continuous ambient component.
  4. Check the proposed values against the physical GW690III range: f/3.5–f/32, 1–1/500 s plus T, with electronic flash synchronization at the marked shutter speeds.
  5. Meter at the subject position and adjust the real source until it produces the selected aperture. Blender Light Power is not a flash guide number or watt-second rating.
  6. Make the non-exposure choices shown by the preview—wardrobe, shoe finish, powder, background, modifier, flags, gel, or filter—then shoot a test before committing the roll.

The series is complete when the last line describes a physical action—move the softbox, choose the black wool jacket, meter through a two-stop filter—not merely “make Blender prettier.” Return to Part 1 and repeat the loop with one variable at a time until the virtual plan is simple enough to execute on an eight-frame roll.

Sources


Edit page
Share this post:

Next Post
Blender 5 Film Flash, Part 4: Build and Load the Background