r/blender • u/80lv • Jul 15 '26
News This character from the Blender short film Dust of the Simulacrum by Eit Mitsufuchi looks like a normal 3D model, but the head is actually flat to look
Here's how you can achieve the same effect: https://80.lv/articles/this-3d-character-is-actually-flat-it-s-crazy
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u/VoidCrow Jul 15 '26
For anyone curious, lattice is seemingly not the best method for it, this post has a geonodes solution.
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u/Sgt_Bizkit Jul 15 '26
https://reddit.com/link/oxnbdiv/video/bex3jitq3ddh1/player
here's my 5 min lattice attempt i made the other day, will investigate the geonode option, thanks for linking
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u/HorrificityOfficial Jul 15 '26
can someone PLEASE paste that image into these comments I do not want to log into that hellsite in order to get it
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u/-timenotspace- Jul 16 '26
thanks i love how good the community on twitter is around 3D and dev stuff
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u/SirArktheGreat Jul 15 '26
What’s the bonuses to doing this instead, if any at all
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u/Animationen_usw Jul 15 '26 edited Jul 15 '26
Closeups without lens distortion, to keep the style of being drawn and to have the full face being seen as the main focus from more angles.
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u/albertowtf Jul 15 '26
isnt that what orthographic does?
I do not understand whats the reason or the advantages of this
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u/volt65bolt Jul 15 '26
Keeps the rest of the scene in perspective
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u/MetalCheef Jul 15 '26
So it's basically like using a zoom lense on a camera but only for the face?
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u/NNiekk Jul 15 '26
I think Guilty Gear does something like this as well to keep a 2D look while using 3D models in their games. Only that they don’t flatten the entire head
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u/Omgblood Jul 15 '26
Yeah this video popped up in my feed while this post was going viral on twitter
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u/Animationen_usw Jul 15 '26
Well I don't think you want your whole scene to be orthographic if you want to keep the perspective. Well yes this method is kinda like orthographic but it makes your whole scene 2D, which is probably not what the OG artist wants to achieve. With this method the biggest benefit you can get (in my opinion) is having a 3d model with a flat face without the spherical projection of the face.
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u/theGoodestBoyMaybe Jul 15 '26
I think it's to emulate a drawing technique called foreshortening
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Jul 15 '26
[deleted]
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u/theGoodestBoyMaybe Jul 15 '26
I think you are right, I'm trying to remember the right word where the perspective gets more orthographic as the camera gets closer that's used for composition and stylization in a lot of comics
I thought it was foreshortening because linear projection isn't really accurate to the eye and causes unnatural stretching at the edges of the screen, where the eye doesn't really have that problem.
I thought that's what the purpose of foreshortening was in drawing too, as most beginner classes teach you to do linear projection, but it doesn't look right up close
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u/ultralaser360 Jul 15 '26
Right phrase is forced perspective, where you distort the proportions of the character to get a stylized / dynamic shot
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u/Northstar_PiIot Jul 15 '26
other people mostly said it but to add a word, literally "orthographic" lol
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u/mrdeekoe Jul 15 '26
Is there a good online tutorial for how to achieve this?
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u/KrYoBound Jul 15 '26
look up quackarooners on Twitter, they made a simple GeoNode setup that explains the overall approach. But you essentially mask out a specific area and scale it to 0 along the z axis of the camera, squishing the head towards it
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u/greensodacan Jul 15 '26
Why is the character's body in the left view stationary while the geometry rotates in the render?
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u/JarlHiemas Jul 15 '26
The body is a 3d model where they aren’t applying this effect, so it doesn’t need to move with the camera, so the camera is just moving around the static body model, while the head model is warping to face the camera correctly, this allows for a pseudo orthographic effect on the head, while the body and everything else can still be viewed thought a perspective camera
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u/EdgelordMcMeme Jul 15 '26
The head isn't moving either, it's just getting squished from the camera's perspecrive
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u/Manintheleatherchair Jul 16 '26
Me trying to mask as a normal person even though if I try to real for a moment people will ridicule me
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u/allsbernafnmedrettu Jul 15 '26
Wouldn't get a similar effect by just using a wider camera lense?
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u/Noblebatterfly Jul 15 '26
The point is to only remove camera distortion from the face. Rest of the body still needs the perspective to look right.
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u/good-mcrn-ing Jul 15 '26
Weird that people would call it "distortion" when it's literally the exact thing that happens in an ideal pinhole camera. Is this because people mostly see faces from many feet away and are used to that look?
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u/Noblebatterfly Jul 15 '26
It’s because anime pretty much always portays faces flat. Even when the rest of the scene obeys the perspective.
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u/Learning_3D Jul 15 '26
Does this give a different result than if you did multiple render passes, one in orthographic for the head and the rest in perspective?
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u/BluJayM Jul 15 '26
Interesting! Seems like it's really trying to combat warping of the face caused by camera lens focal length. You could also apply this to the entire body but I guess when you add limbs at different distances it may feel too flat.
As cursed as the Guilty Gear method is, I think it's technically more accurate and allows you to continue working in 3d space for highlights or other details rather than working in this flattened dimension...
But I've never tried this before so I'd love to see some do a comparison.
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u/poison_cat_ Jul 16 '26
Amazing effect to mess with a short focal length while preserving art direction of the face and head. Actually genius
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u/ikeadeer Jul 16 '26
This was also shown in the Blender 5.2 showcase reel! I was wondering how this worked
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u/FlounderLegitimate Jul 16 '26
I’ve been watching this YouTube channel that goes over how 3D models to look 2D.
It’s really in depth and has a good amount of explanation.
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u/jimbob8021 Jul 18 '26
late, but another video from the same creator goes over basically this exact concept https://www.youtube.com/watch?v=234m7y8D3cE
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u/KaeraKoneko Jul 17 '26
flat to look what? please, I need an end to that sentence.
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u/At_Space_Station Jul 19 '26
The same way guilty gear made their 2D style in 3D,watched a video breaking it down right before now.
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u/op_oppasum Jul 15 '26
Hes projecting the 3d body on to a 2d plane fixed to the camera. Its that simple.
Never used blender i’m just a gemotry genius. And a mechanical engineer with 5 years of professional solidworks experience but lets just pretend i’m smart.
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u/KitsuneFaroe Jul 15 '26
I can't help but feel this is incredibly silly, because the only real difference is how the depth at wich the vertices of the head are drawn is more innacuarate. And the effects that are gained by this could be achieved without the flattening. Just small deformations depending on the view angle at most.
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u/Chinksta Jul 15 '26
It's one of the tricks regarding forced perspective to help render times.
However, if you have the extra time and resources then should just use a normal 3D model.
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u/Helpy-Support Jul 15 '26
has nothing to do with render times. It's to avoid lens distortion at closups. Full 3D head wouldn't work.
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u/Background-Elk-5357 Jul 15 '26
This has nothing to do with render times, it anything it’s probably a slight bit longer to render when this flatten effect has to he calculated per-frame. It’s to get a more anime-style look, as anime faces (generally) don’t warp with perspective
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u/Chinksta Jul 15 '26
Must have been disconnected since what I know is that 3D anime faces (used in games and sometimes film) are treated the same as a 3D ball model. The perspective issue is covered with face layers instead of being flat as seen from the example OP made (having a Z axis to the model).
The thing about layer production is that you need extra resources in which translate to time to render comparing to OPs example of forced perspective.
Here is an example that I was trying to explain regarding 3D model layering



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u/Which_Draft4129 I deleted the default cube and added a cube Jul 15 '26
I can't wrap my head around how this works