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fair amount of context, so sit back and prepare for some reading\n\nso to address the elephant in the room: yes, this was render in source 2 filmmaker. the steam summer sale started yesterday, and after some consideration i decided to bite the bullet and purchase it for $35 so i could have access to source 2's SDK tools, including the latest build of S2FM. so far, my feelings on it are mixed.\n\non one hand, the detail and lighting that is achievable is leagues above anything SFM could do. not only am i able to simulate realistic directional lighting and shading, but spotlights in S2FM actually will reflect off of skin, meaning that characters like this one no longer have that \"plastic\" feel to them and actually have more life. additionally, S2FM runs on 64-bit architecture, which allows me to work with a lot more RAM and experience far less hanging and crashes than before.\n\nhowever, this in turn comes with a few downsides. as this is still a beta, a number of things are missing. for one, scale controls for individual meshes of a model are missing, meaning you can only scale the entire model and not an individual element(i always used this tool when working with a character's penis and balls, as i really dislike how cartoonishly large they are by default). additionally, there is very little documentation on this software due to how new it is, meaning that porting any models from source 1 is a huge pain. character models are probably the easiest to port over, and even then you will have to spend a lot of time fixing body groups and separating everything(spent almost 3 hours trying to fix bowser jr so he'd work here). i got lucky with jr, however, he is the only model i have ported currently and i have zero clue if other models work so far.\n\nalso, i used a half life alyx map. i was never planning on using a map from this game, but again due to the lack of documentation on S2FM, i could not figure out how to convert any HLA workshop addons to S2FM, nor was i able to successfully port a map from SFM over without material issues. my knowledge on source is still very limited, and i'm sure someone far more experienced than i could get stuff working, but currently this is about as far as i can get: a single character model. at least he looks good :P\n\nso yeah, in short: i like S2FM a lot, but don't expect to see many renders with it currently. the software is still rather primitive, and lacks a lot of assets and features SFM has. i have massive hope for this program, however, and i hope to continue experimenting with it and start making even higher quality renders than before. if you have any questions, feel free to ask; i'll try my best to answer. also, if you might happen to know more about S2FM than me, i'd really appreciate some help as switching to this software permanently is a dream of mine.\n\nbowser jr model by kabalmystic, ported to S2FM by me\na2_trainyard map made by valve","description_bbcode_parsed":"<span style='word-wrap: break-word;'><strong>UPDATE 06/28/21</strong><br />turns out i was dumb! the render button does work, i just was saving the image to the wrong folder. got that fixed, so the render is now a proper 1080p!<br /><br /><span class='strikethrough'>--------------------------------------------------------------------------------------------------------</span><br /><br />alright, this image is going to require a fair amount of context, so sit back and prepare for some reading<br /><br />so to address the elephant in the room: yes, this was render in source 2 filmmaker. the steam summer sale started yesterday, and after some consideration i decided to bite the bullet and purchase it for $35 so i could have access to source 2&#039;s SDK tools, including the latest build of S2FM. so far, my feelings on it are mixed.<br /><br />on one hand, the detail and lighting that is achievable is leagues above anything SFM could do. not only am i able to simulate realistic directional lighting and shading, but spotlights in S2FM actually will reflect off of skin, meaning that characters like this one no longer have that &quot;plastic&quot; feel to them and actually have more life. additionally, S2FM runs on 64-bit architecture, which allows me to work with a lot more RAM and experience far less hanging and crashes than before.<br /><br />however, this in turn comes with a few downsides. as this is still a beta, a number of things are missing. for one, scale controls for individual meshes of a model are missing, meaning you can only scale the entire model and not an individual element(i always used this tool when working with a character&#039;s penis and balls, as i really dislike how cartoonishly large they are by default). additionally, there is very little documentation on this software due to how new it is, meaning that porting any models from source 1 is a huge pain. character models are probably the easiest to port over, and even then you will have to spend a lot of time fixing body groups and separating everything(spent almost 3 hours trying to fix bowser jr so he&#039;d work here). i got lucky with jr, however, he is the only model i have ported currently and i have zero clue if other models work so far.<br /><br />also, i used a half life alyx map. i was never planning on using a map from this game, but again due to the lack of documentation on S2FM, i could not figure out how to convert any HLA workshop addons to S2FM, nor was i able to successfully port a map from SFM over without material issues. my knowledge on source is still very limited, and i&#039;m sure someone far more experienced than i could get stuff working, but currently this is about as far as i can get: a single character model. at least he looks good :P<br /><br />so yeah, in short: i like S2FM a lot, but don&#039;t expect to see many renders with it currently. the software is still rather primitive, and lacks a lot of assets and features SFM has. i have massive hope for this program, however, and i hope to continue experimenting with it and start making even higher quality renders than before. if you have any questions, feel free to ask; i&#039;ll try my best to answer. also, if you might happen to know more about S2FM than me, i&#039;d really appreciate some help as switching to this software permanently is a dream of mine.<br /><br />bowser jr model by kabalmystic, ported to S2FM by me<br />a2_trainyard map made by valve</span>","writing":"","writing_bbcode_parsed":"<span style='word-wrap: break-word;'></span>","pools_count":0,"title":"A Potential Future","deleted":"f","public":"t","mimetype":"image/png","pagecount":"1","rating_id":"1","rating_name":"Mature","ratings":[{"content_tag_id":"2","name":"Nudity","description":"Nonsexual nudity exposing breasts or genitals (must not show 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