A work conversation sparked these. Then I just got curious.
Studio Ghibli’s movies are always described as “colorful” but it’s interesting what that really means. Like with a lot of things, less is so often more.




Technical artist. Blogging since 1999.

There’s a bug in the FBX exporter for Blender 3.x (and now 4.x) that doesn’t export materials on instanced meshes. While the original mesh imports into Unity just fine (and remaps materials correctly under the importer’s Materials tab) duplicate instances of the same mesh import with only the default Lit material. If you’re (perhaps oldschool) like me, and use a lot of instancing to save disk space, this is a problem.
Here’s a Unity Editor script to fix things: FBXFixerScripts.zip
It supports Undo, regular and skinned meshes, and will walk down the hierarchy as far as it needs to. Can take a few seconds to grind through big hierarchies. Works on my ultra-complex Lighthouse prefab, and all the others I’ve thus far thrown at it. If you find a bug, let me know!
Here’s how to use it:
We found our audience. Troy Minkowsky’s “The Garden (1910)” was requested for this year’s Shawna Shea, and took home Best Experimental Short! Audience feedback was across the board praise for Troy’s touching, funny and challenging retelling of the Adam and Eve myth.
I was DP and Co-Producer on this 30 minute film, shooting on a pair of iPhones and producing the digital+practical special effects. It was an enormous but fun challenge, working out first how a magician from the early 20th Century would have accomplished the shot, then how I’d fake it–with a mix of puppets, green screen, miniatures, CGI and composites. We simulated manually cranked film with hand coloring in Blackmagic Fusion. It was film nerd heaven.
Big congratulations also go out to Miriam Olken, who took home a Spirit Award for her screenplay “Jaw” the same night. Olken served as my Assistant Director on “The Leaves.” It’s fantastic to see someone so talented getting real recognition.
If you haven’t seen the film yet, it’s available on Vimeo. (Free login required, due to non-sexual nudity.) And yeah, that was me at far right–God’s only angel with a goatee.
Download the .blend file here.
In LitK, Lillie’s messy hair becomes visible when you don’t have look-around control. (I’m bored with letterboxed cutscenes.) The original hair textures were hand-painted, before “rounded realism” really took shape. There’s a realtime hair package in Unity, but it’s heavy for iOS devices. I decided to try rendering out some more realistic textures in BForArtists (Blender).
How does a gen-x-lennial go about learning a new tool? Try to find the one non-video tutorial Google still indexes. Skim it. Dive in. Check the documentation. Get something you’re reasonably happy with. Junk it, and start over from scratch. Get something maybe actually useable. Tweak it until you run out of time.
The results aren’t bad:

Then, defocused in Photoshop:

The Cycles renderer and Principled Hair (Transmissive) shader work together nicely. The tweaking options could use some love. (WTF does “shape” of a noise function mean?) Always use the BForArtists manual, not Blender’s.
“Lillie is the Keeper” 1.4 will bring many bigger improvements. We’ll look at those soon.
If you can name it, it’s not a monster.
VFX Graph is Unity’s high performance pure-GPU particle effects system. I recently helped Chop Chop Games get a sizzle reel out for an upcoming card battler, which involved a fair amount of prerendered particle work in Apple Motion and Blackmagic Fusion. Looking at their competitors in the space, like Slay the Spire and personal favorite Black Book, got me tinkering again with VFX Graph.
It’s an impressive set of tools, but shader experience is definitely a prerequisite. You need to “think in GPU.” One great decision was making Animation Curves a first-class citizen in VFX Graph, allowing for a lot of nuanced per-channel animation. Getting particle motion properly punchy is always a challenge.



You can download these all in a .unitypackage here. The download also includes a couple of potentially useful subgraphs. Point Force can be positive, to push particles away from a given point, or negative, to suck them in. Orbit can also be positive or negative, to control the direction particles orbit around a center point.

I spent a couple hours yesterday morning slapping these together as stand-ins for a sizzle reel. As soon as I’d dropped them into the motion graphics, the art department found their actual concept art. 😭
So, enjoy. Feel free to use these for whatever you need–personal, commercial, sexual.

LitK 1.2 is now available on the App Store. It features: