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  1. Replies
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    Zbrush alone will not handle painting much better...

    Zbrush alone will not handle painting much better than Blender does. Aside from being able to vertex paint on multires, it's really no better. So you'll want some other app (maybe substance painter...
  2. I've been testing out Cynicat's rough-fresnel...

    I've been testing out Cynicat's rough-fresnel setup into my regular PBR node group and have been really liking the results. A lot of the time people end up plugging the same map into roughness and...
  3. Also check out the texture atlas addon, it's...

    Also check out the texture atlas addon, it's bundled with Blender. It automates most of this:



    Texture atlas + baketool makes any baking task in Blender a 100x easier.
  4. You can also use the brick texture instead of...

    You can also use the brick texture instead of object info > random. It will generate blocks of random brightness when set up right (high contrast between color 1 and color 2, keep mortar size small...
  5. The issue primarily is transparent shadows...

    The issue primarily is transparent shadows themselves, not the resolution of the alpha map. Your best bet is to try and edit the source planes so there is less empty space on each side of the...
  6. Maybe he wants to animate the focal length and...

    Maybe he wants to animate the focal length and have the distortion match?
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    I assume this is a template that will be combined...

    I assume this is a template that will be combined over other video later? You can just render in QT Animation then (this is actually more or less what it was designed for). Or just keep it as a PNG...
  8. Possibly stupid, but do the hull and the sails...

    Possibly stupid, but do the hull and the sails have any UVs? The UV pass is the just the UV coordinates on the point of the surface, so if an object doesn't have a UV map you'll get nothing.
  9. Are you sure that's wrong? Mirrored balls can...

    Are you sure that's wrong? Mirrored balls can show you more than 180, that's why mirror ball HDRIs are (almost) 360, not 180. If you hold up a chrome ball, you can see things "behind" the ball in...
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    Got the first printed pieces from my friend with...

    Got the first printed pieces from my friend with the printer!

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    We had to split the handgrip in half in order to get it to print sanely, too many weird and rounded surfaces. Other bits to...
  11. Substance painter/substance designer -...

    Substance painter/substance designer - texturing/experimenting with mat ideas
    Adobe Illustrator - Textures for signs, displays, writing, etc
    Photoshop - Prepping photo textures for substance,...
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    More likely, they just don't tell you about what...

    More likely, they just don't tell you about what they're working on till AFTER it's done. ;)
  13. He shows up to work on non-cycles things from...

    He shows up to work on non-cycles things from time to time. I wouldn't read much into it unless something new happens.
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    Set alpha replaces the alpha channel, it doesn't...

    Set alpha replaces the alpha channel, it doesn't combine it. You need to do that ahead of time. Use a math node to multiply your texture with the "alpha" socket from your image, then pass THAT into...
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    NOTE: All of the following assumes you are using...

    NOTE: All of the following assumes you are using Cycles. If you aren't, please say so.

    Memory wise, (which is probably your issue) this doesn't save you anything. You still have to load the...
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    There isn't a simple way to set that up...

    There isn't a simple way to set that up currently. Having to do all those extra frame switches/reloads is going to add a good chunk of overhead to the render, so usually people don't bother. Also,...
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    Smoke/fire sim isn't some kind of pre-fab, its a...

    Smoke/fire sim isn't some kind of pre-fab, its a different simulation method entirely. If you are trying to get realistic fire with individual particles, you're going to have problems, at least with...
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    What do you mean by "doesn't work"? It is...

    What do you mean by "doesn't work"? It is expected that it takes more time. The idea is, it's less time than re-simming at the equivalent base res, plus upping high-res won't (significantly) change...
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    375698 375699 375700 Updates. Finished the...

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    Updates. Finished the hammer assembly, lots of little details, redid several parts (handgrip, lower rail, trigger guard, sights). I got ahold of an official (but very...
  20. I'd recommend you never do that again. ;) Between...

    I'd recommend you never do that again. ;) Between the tiny value range and trying to figure out if a gamma curve got applied to your speed vectors somewhere (ick), you're in for all kinds of...
  21. As long as the renderer isn't normalizing the...

    As long as the renderer isn't normalizing the pass (I can say from experience mental ray and arnold won't by default), it's pretty simple. You just need to correct for Blender's weird two-step...
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    Fatebringer

    Trying to get some more hard surface practice in by modeling one of my favorite weapons from Destiny, the Fatebringer:

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    I have most of the basic pieces in place, except for a...
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    In the lamp's object panel, go down to ray...

    In the lamp's object panel, go down to ray visibility. Uncheck "diffuse". Possibly "transmission" and "volume scatter" as well, depending on what you want.
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    So each section has it's own UVs, and they...

    So each section has it's own UVs, and they overlap each other? Then of course each texture gets applied to the overlapping parts, you need to separate them somehow. Several ways to do that:

    -Use a...
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    Metal armor isn't ever going to look that great...

    Metal armor isn't ever going to look that great with that type of lighting. I usually like to add an HDRI to files where I'm working on materials, just makes it easier to preview things. Personally,...
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    Because when you use a transparent background,...

    Because when you use a transparent background, you also have to black it out when viewed directly (camera rays). Otherwise antialiasing creates problems when you try to replace the original sky with...
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    Holy shit. I keep looking for things in here...

    Holy shit.

    I keep looking for things in here that are obviously repeating, and I can't find anything. The textures and light interaction is absurdly detailed, somehow without being chaotic.
    ...
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    Candy Cabin

    Someone suggested that I make "An eerie marsh land with a cabin made of candy." This is the result:

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    Thanks to the folks in the focused critiques forum for advice on composition/lighting,...
  29. That's odd, it should be in there. You don't have...

    That's odd, it should be in there. You don't have a "views" panel in the layers tab?
  30. Thread: still life

    by J_the_Ninja
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    I'm personally on the side of a more subdued...

    I'm personally on the side of a more subdued background. With the bright...er, orange subject, it just feels heavy handed. I think maybe wood panelling would help, or like Zeke Faust said, maybe a...
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    Updated version: 372828 I made a hole in...

    Updated version:

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    I made a hole in the right side of the treeline to get better lighting in. I think I like the result a lot better. Some fog over the water too, and I've tweaked the...
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    Worth mentioning that despite the word "bias" in...

    Worth mentioning that despite the word "bias" in the description, Redshift works FAR more like Cycles than BI. RS just has some precaching and interpolation tricks you can use that Cycles doesn't...
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    Cycles does not need AO maps for anything...

    Cycles does not need AO maps for anything specifically. AO is used to fake indirect shadows, which Cycles has "for real". AO maps in Cycles really only used for a specific visual effect, like dirt....
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    Creepy Candy House

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    Been working on this the past couple of days. I've got all the basic pieces I wanted to hit in place, and am looking for some feedback on what can be improved at this point. Some things...
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    This may not work for every case, but for this...

    This may not work for every case, but for this example it should be ok:

    Add a plane below the object to catch the light, give a white or light gray diffuse shader. Remove every light source in the...
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    Was going to suggest William Vaughn's book!...

    Was going to suggest William Vaughn's book! Here's another really good one from the post-pro/comp side of things: http://www.amazon.com/Art-Science-Digital-Compositing-Second/dp/0123706386

    It...
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    These are not valid commands, are they what you...

    These are not valid commands, are they what you are actually running?



    blender -b Scene8.blend
    blender -b Scene3.blend


    You need to end the command with either -a (render animation) or -f...
  38. It still not as good as the existing center-out...

    It still not as good as the existing center-out method though. It reveals one half of the image first, and starts in the corner. That's the main reason it hasn't gone in yet, IIRC.
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    No, that's not right. You don't have your mix...

    No, that's not right. You don't have your mix inputs upside down, do you? Diffuse goes on top, glossy on the bottom.
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    If you want to use a spec map like that, you can...

    If you want to use a spec map like that, you can just scale the fresnel output with a math node. It's not exactly physically accurate, but a spec intensity map really isn't accurate in the first...
  41. Yay! It's a lot quicker for getting some FX stuff...

    Yay! It's a lot quicker for getting some FX stuff together, since you can preview/iterate much faster with particles than the smoke sim. So excited that it's finally coming back!


    EDIT: quote...
  42. Changing mat IDs in the source file SHOULD carry...

    Changing mat IDs in the source file SHOULD carry through to the main shot file. That's a bug or a nasty missing feature if they don't. Another thing you can do is add controls to your rig somehow for...
  43. What the person in the tutorial was probably...

    What the person in the tutorial was probably talking about was using per-face normals to add sharp edges, instead of splitting vertices. You can do this with Blender using the "auto-smooth" function....
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    Yes. Or at least, that's the idea.

    Yes. Or at least, that's the idea.
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    Houdini, Maya, Katana, the usual stuff. Some of...

    Houdini, Maya, Katana, the usual stuff. Some of us either can't use all-Blender pipelines, or just plain don't want to.
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    The first noticeable thing (aside from handing...

    The first noticeable thing (aside from handing off to other apps) is that Cycles (and potentially other renderers) can read the Alembic cache directly, without loading into Blender and translating it...
  47. Link? Also, I wouldn't put too much stock in...

    Link?

    Also, I wouldn't put too much stock in anything that gets said on BA, especially on the top 2 boards. ESPECIALLY when it comes to sculpting, which people seem to be especially picky about....
  48. A single 2k map really isn't all that big for a...

    A single 2k map really isn't all that big for a highly detailed character. You might just need to use 4096x4096. For really detailed stuff, it's common to split the the UVs across multiple textures...
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    Lava field from using the ocean sim with a stone...

    Lava field from using the ocean sim with a stone shader:

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    @asmoth Not sure. I posted both the cathedral-type render and the cherry tree one because I'm not entirely sure what else to do...
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    Cycles is meant as a general purpose tool. It's...

    Cycles is meant as a general purpose tool. It's not supposed to render fast per se, though. It's meant to be simple to set up. Material nodes are easily "snapped together", there's no photons or...
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    And slower. And destructive.

    And slower. And destructive.
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    What? No you don't. Just use the bump node,...

    What? No you don't. Just use the bump node, that's what it's there for. Tools like CrazyBump are just for convenience and easier tuning/preview, and maybe a little extra accuracy. You don't HAVE to...
  53. [SOLVED] What's wrong with the wall/ceiling/floor corners?...

    What's wrong with the wall/ceiling/floor corners? All I can see is AO doing what it's designed to do. If you don't like it, turn it down/off.
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    Yes. A diffuse/anisotropic mix is the shader you...

    Yes. A diffuse/anisotropic mix is the shader you want for polygon hair. OP, what do you mean "the hair is reflective"? The shine is a reflection of light sources, so that's not exactly wrong. If...
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    Various WIPs/doodles from the past couples of...

    Various WIPs/doodles from the past couples of days:

    366161366162366163
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    Color bleeding (part of GI). The sphere also...

    Color bleeding (part of GI). The sphere also appears blue to diffuse rays, so the sphere casts blue-tinted GI.
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    Painter has a free update today too (v1.3)! Mat...

    Painter has a free update today too (v1.3)! Mat libraries, tri-plannar (box mapped) fill layers, built-in bakers, and transparency support!
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    It actually doesn't work in BI either, it uses...

    It actually doesn't work in BI either, it uses the OpenGL viewport render. You load it in a separate scene, render your flare, save it to disk, and load it in the your comp scene.
  59. Thread: Maya

    by J_the_Ninja
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    Just a different way of working, I personally...

    Just a different way of working, I personally prefer it and use it in Blender as well (I remapped G/R/S to change manip handle type). Use the Q key to show/hide the widget, and W/E/R to toggle handle...
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    No, it's always in the center (the flares will...

    No, it's always in the center (the flares will rotate based on where the bright areas are). If you want more textures/control, I highly recommend grabbing the GlFlares kit off blendswap:...
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    Not just outside of Blender. IIRC there was talk...

    Not just outside of Blender. IIRC there was talk about using Alembic as a standin/proxy format for Cycles. Cycles would have an object type that takes a material, an alembic filepath, and a transform...
  62. Vol emission is strictly an additive effect....

    Vol emission is strictly an additive effect. There's no actual blocking of light, so the alpha remains transparent. Instead, render out the emission pass, and blend that over your background with the...
  63. My preference for handling things is to import...

    My preference for handling things is to import from ZB at the lowest subdiv level, then use the subsurf and displace modifiers to reconstruct the high-poly version at render time. Export a vector...
  64. Short answer: Go full JJ Abrams :cool: Long...

    Short answer: Go full JJ Abrams :cool:

    Long answer: Never go FULL JJ Abrams. :o In any case, lens flare is your friend when you have a bright light as a subject/interest point. You just need to be...
  65. Works fine here. Are you sure you are: a)...

    Works fine here. Are you sure you are: a) sampling the same pixel, and b) looking at the linear output values, not the color-managed ones?

    2.63 was before OCIO, back when linear workflow only...
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    Try glass with volume emission, at least as a...

    Try glass with volume emission, at least as a starting point:

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  67. Replies
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    It's really weird to see your video show up in a...

    It's really weird to see your video show up in a random thread. I guess this is the kind of thing I made it for, though... :D

    I'm honestly surprised to hear about the "what's UDIM?" reactions from...
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    Cycles already has the displacement part. And...

    Cycles already has the displacement part. And Arnold-style auto-bump too! They're hidden behind the experimental features curtain primarily because there isn't a good tessellator to go with them. The...
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    If your image was originally 16:9, you can just...

    If your image was originally 16:9, you can just render at 1800x1013 and pad it to 1800x1200 in GIMP or Photoshop or something. But otherwise, yeah, that's the idea. Personally, I'd go with glossy,...
  70. Replies
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    Print requires a certain minimum resolution. DPI...

    Print requires a certain minimum resolution. DPI isn't some magic quality value, it's just a conversion factor used to figure out how pixel dimensions translate to a physical piece of paper. 960x540...
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    It's not the fact that there's 3 of them (well,...

    It's not the fact that there's 3 of them (well, ok, it is, but that's not all that's going on). It's that they're cylinder meshes. The more complex (polycount-wise) a mesh light is, the more...
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    Looks to me like it's just in shadow?

    Looks to me like it's just in shadow?
  73. Eventually, after OpenSubdiv is in place. Or...

    Eventually, after OpenSubdiv is in place.

    Or at least, Sergey gave me an answer something like that when I asked him a few months ago.
  74. Just an old version, that's what node groups...

    Just an old version, that's what node groups looked like when you tabbed into them back in the day. The current UI showed up in....2.66? 2.67? Somewhere in there, I think. You couldn't actually...
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    I think all the hype moved to Natron:...

    I think all the hype moved to Natron: http://natron.inria.fr/
  76. Replies
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    You did not read his post correctly, then. Linked...

    You did not read his post correctly, then. Linked dupligroups ARE instances. Linked vs local does not have any affect at render time, nor does whether you apply modifiers or not. Everything is packed...
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    [SOLVED] If you click the little black arrow next to the...

    If you click the little black arrow next to the group name, there's an option to "set offset from cursor". Move your group, position the cursor where you want the new "center" to be, and hit this...
  78. Replies
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    Linked copies (alt+D copies) are only instanced...

    Linked copies (alt+D copies) are only instanced if they do not have modifiers. Use duplis instead to ensure you actually get instances at render time. Textures and lighting are the bigger killer on a...
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    Zbrush's dynamesh will do it, at any res you...

    Zbrush's dynamesh will do it, at any res you want. You may get some goofy(aka blobby) geometry where it creates "welds" between pieces, but that's about it. It also can have trouble dealing with flat...
  80. Replies
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    Ok, so grand summary of UV packing improvements:...

    Ok, so grand summary of UV packing improvements:

    -There are multiple pack functions used by different unwrap functions and the UV editor "pack islands" tool (the latter appears to be the same one...
  81. Replies
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    No idea what the difficulty is on this one, but...

    No idea what the difficulty is on this one, but how about reworking the UV-pack tools to account for UV shell shape instead of using bounding boxes? The current pack code is very dumb about shells...
  82. Replies
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    It's not built into Blender, but if you google...

    It's not built into Blender, but if you google "weight of <substance name> by volume" you'll find calculators for a lot of common things. You might find this page especially helpful:...
  83. Replies
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    Are you sure gamma correction isn't sneaking its...

    Are you sure gamma correction isn't sneaking its way into this and messing everything up? Make sure you're either saving/loading everything as linear data, or make sure you correct back to linear...
  84. Replies
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    Cycles can already read them, it just blindly...

    Cycles can already read them, it just blindly loads all tiles on the highest level. IIRC the part we're missing is the functionality to figure out what mipmap levels/tiles we need, and only load...
  85. Replies
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    Namely, tangent space support. Also, if DingTo...

    Namely, tangent space support.

    Also, if DingTo wants to do feature stuff...texture caching, please? I'm sure DingTo is already sick of me bugging him for it, but...hey, we all have our pet...
  86. OpenCL Cycles works fine, just not on AMD cards....

    OpenCL Cycles works fine, just not on AMD cards. It's disabled by default because it is somewhat slower than CUDA on Nvidia cards, or the native x86 backend on CPUs, and can't be compiled on AMD...
  87. Bevel and tri-planar nodes! WOOOOHOOOO Now if...

    Bevel and tri-planar nodes! WOOOOHOOOO

    Now if we can just get tri-planar fill layers in substance painter...
  88. Just finished taking it for a quick spin. The...

    Just finished taking it for a quick spin. The coloring is stored per-vertex, so you do still need a good number of polygons. It's basically a procedural/automatic version of dirty vertex colors.
  89. Btw, the scale node has a "render size" mode that...

    Btw, the scale node has a "render size" mode that will match sizes automatically. Much easier than trying to hand set scale and crop values.
  90. Replies
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    Oh boy. The halo was hand-drawn, I just drew...

    Oh boy.

    The halo was hand-drawn, I just drew some circles and triangles in Photoshop and blurred them. I used the lens distortion node in the final comp to give them a bit of color shift, then I...
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    Metroid Prime - Ruined Fountain

    I've remade one of the rooms from an all-time favorite game of mine, Metroid Prime. I chose the ruined fountain because it's an incredibly distinctive area (for example) while still being small...
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    OOH! OOH! I can add controversy on this! THAT...

    OOH! OOH! I can add controversy on this! THAT DOESN'T WORK! (but really, you'd need to have Cycles render a procedural preview, unlike image thumbnails that Blender itself can do).

    Also, so long...
  93. [SOLVED] Looking at those frames, antialiasing issues with...

    Looking at those frames, antialiasing issues with the strands looks likely. It looks like the movement is causing strands to shift in and out of positions where they get smoothed away. Thus...
  94. Replies
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    Remember, part of that is because Brecht made an...

    Remember, part of that is because Brecht made an effort to clear out any major missing features before leaving. Render time displacement and texture caching are the only big missing things that...
  95. [SOLVED] Best guess without seeing the frames is AA issues...

    Best guess without seeing the frames is AA issues due to the hairs being sub-pixel sized. This might be a little better at 100% res, depends on how small the hairs are. You can use the min pixel...
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    For the tools with auto-pack functions (pack...

    For the tools with auto-pack functions (pack islands, unwrap, smart uv project, etc) it might be nice to have a UDIM range to pack into. Ex, instead of packing to 1 tile, set it to pack across up to...
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    As long as we can load and paint/bake multi-tile...

    As long as we can load and paint/bake multi-tile sequences as a single image, I'll be happy. :) (ok, a better tile grid in the UV editor would be nice, and a proper "move selected UVs over 1 tile"...
  98. Right. You can download a nightly build from the...

    Right. You can download a nightly build from the buildbot if you want to play around. Just be warned there may be bugs. Maybe not so much with the hair stuff itself (since that's been battle-tested...
  99. Whoops, thanks for the clarification. Can I...

    Whoops, thanks for the clarification.

    Can I ask though, if there is only one density grid/fluid type, why does the "density" attribute in Cycles not return anything from the flames? If you set...
  100. Actually, it was Tuesday. ;) ...

    Actually, it was Tuesday. ;)

    http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74/Hair
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