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    To be fair, the marketing of this product is...

    To be fair, the marketing of this product is WAYYYY better than it's been in the past with his compositing guide and "x Academy" offerings. It gets a little infomercial-y towards the bottom, but for...
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    People are making a much bigger deal out of this...

    People are making a much bigger deal out of this than it is. The feature isn't done to the standards of the coder (and, yes, his boss), but the principle coder has no time or desire to finish right...
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    1 - Under Add > Vector > there is indeed a Bump...

    1 - Under Add > Vector > there is indeed a Bump Map node. If you need bump and normal you can just feed the normal map node into the bump map node and then into your shader.

    2 - Upping the...
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    Still not understanding the people who treat this...

    Still not understanding the people who treat this as the grade A, number one feature Blender needs ASAP. There are a LOT more areas in need of immediate fixing deep in the workflow core before...
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    As for some basic material advice, glossy and...

    As for some basic material advice, glossy and diffuse on the floor and skirting for example should always be based on fresnel or facing rather than a constant value if you want to keep things...
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    Mib asked me to take a look. Lots going on...

    Mib asked me to take a look.

    Lots going on here.

    Unplug any materials that are using the "Displacement" output socket. It doesn't work. You'll need a displace modifier on those objects if you...
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    That's not blue light, that's just simulated...

    That's not blue light, that's just simulated atmosphere. Things on Earth are tinted blue as distance increases due to scattering. Your other examples are just the result of color correction, rim...
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    It's the old Blender Artists before it was...

    It's the old Blender Artists before it was Blender Artists. Nothing scary or sinister about it.
  9. I'm really glad Rawalanche doesn't get to make...

    I'm really glad Rawalanche doesn't get to make design decisions because he has no idea what he's talking about. A lot of the issues he takes umbrage with are directly adopted from the path tracers in...
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    Would completely throw things off if someone...

    Would completely throw things off if someone happened to have any number from 1001-9999 in their texture file name. Some other devs agreed that since it's technically another way of mapping textures...
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    Not 100% sure what you're asking. With regards to...

    Not 100% sure what you're asking. With regards to the labels and whatnot, they'd be able to be turned on and off so they don't get in the way when tweaking UVs. As far as setting the resolution and...
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    Unless you're using textures named with the UDIM...

    Unless you're using textures named with the UDIM convention it won't matter. UDIM is not a special data format, it's just a way of looking up and storing UV spaces in the name of the texture....
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    No need to set a number of tiles, as far as I can...

    No need to set a number of tiles, as far as I can tell. UDIM has a soft limit of 10 in the U direction, with no real limit in the V direction. I guess technically there would have to be some kind of...
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    Individual tile editing wouldn't be any different...

    Individual tile editing wouldn't be any different than editing within the existing UV editor. Obviously things like "Constrain to Bounds" and the Pack and Average tools will need some tweaks to...
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    I whipped up a "new and improved" UV Editor...

    I whipped up a "new and improved" UV Editor mockup to go with the proposal, I'd love to hear thoughts on the general layout.

    358283
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    Let's be clear: Blender will not magically become...

    Let's be clear: Blender will not magically become like Mari with UDIM. Mari is head and shoulders above Blender in terms of painting system, based solely on the fact that it does nothing else, had...
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    I've been on the UDIM train for a loooong time....

    I've been on the UDIM train for a loooong time. This is the first time a dev has expressed interest in it though :D
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    Just an update: Nicholas asked me to make up a...

    Just an update: Nicholas asked me to make up a design doc for UDIM integration in Blender. No promises from either of us on actual implementation, but I'm on it. And I'll be borrowing heavily from...
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    UDIM render support would be super simple, but...

    UDIM render support would be super simple, but we'd need a way to edit in Blender as well. I'm not sure the texpaint system is particularly well-suited to painting across UV maps and resolutions like...
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    Get a numpad and a real mouse (not the apple...

    Get a numpad and a real mouse (not the apple mighty mouse or whatever they're calling it now). Save yourself a world of frustration.
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    The reason is simple: There are better options,...

    The reason is simple: There are better options, both very cheap AND open source. When you can get UE4 for $20, there's simply no way for any open source project to compete. Anyone serious will forego...
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    Don't use cache, it's useless. It will be removed...

    Don't use cache, it's useless. It will be removed in the near future.

    Don't use spatial slits, it isn't multithreaded and cases where it would improve render times anyway are pretty few and far...
  23. That's essentially the same thing as supersampled...

    That's essentially the same thing as supersampled antialiasing. Although direct AA is better, I would argue, because depending on the reduction algorithm you could end up losing a lot of detail...
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    If BI is dropped, it will happen after we have a...

    If BI is dropped, it will happen after we have a real-time solution that's substantially better looking than BI anyway. Renders coming out of UE4, CryEngine, Fox Engine, etc. these days make BI look...
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    You seem to think you know better than the people...

    You seem to think you know better than the people who actually create rendering software and the Hollywood artists who use them, so there's not much more point in arguing here...
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    Light power is expressed as Watts internally. As...

    Light power is expressed as Watts internally. As for how they're exposed to the user... your guess is as good as mine.
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    Physically based lighting and materials !=...

    Physically based lighting and materials != physically correct anything. It means lighting and material definitions that are predictable, general, and measurable. It's a workflow that means less...
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    Sum of Gaussians skin shader. Any comlpex skin...

    Sum of Gaussians skin shader. Any comlpex skin shader, really. Anything with layers, if you want to be as general as possible.

    Let's just say, I have more than a little experience working with...
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    Try and do some shader math and mix layers of SSS...

    Try and do some shader math and mix layers of SSS with multiple diffuse and glossy materials using dozens of masks and textures with the BI system and then come back and say the node system doesn't...
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    No, it won't happen. Cycles is designed from the...

    No, it won't happen. Cycles is designed from the ground up to be a node-based renderer because of the freedom it allows in the creation of any material more complicated than a couple of UI switches....
  31. Objects don't get lighter in a volume, you just...

    Objects don't get lighter in a volume, you just see more of the volume itself. What you want is a bright light and a light scatter color. If you're just going for atmosphere though, I wouldn't waste...
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    Their 3D/art creation presentation didn't inspire...

    Their 3D/art creation presentation didn't inspire much confidence in it being anything more than a gimmick for 3D modeling, at least in its current iteration. The other stuff they showed looked...
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    Can you get quality archviz interiors with...

    Can you get quality archviz interiors with Cycles? Absolutely. Is it the best choice? Absolutely not. If realism is your number one goal, you'll need spectral light transport and bidirectional path...
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    Cycles uses the same exact material definitions...

    Cycles uses the same exact material definitions as every other path tracer out there. They're all based on the same exact white papers. The only difference between Cycles and the others is the lack...
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    If you want interiors (or any hard to light...

    If you want interiors (or any hard to light scene) your options are pretty limited if you want sane render times. BiDirectional Path Tracing with MLT is your best realistic bet, but aside from Lux...
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    It isn't a script, it's a new modifier, meaning...

    It isn't a script, it's a new modifier, meaning you would need to compile your own blender, and possibly compile OpenVDB libs as well. As far as I know he hasn't released a patch yet.
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    Buggy, hard to use, unnecessarily complicated to...

    Buggy, hard to use, unnecessarily complicated to set up, and unreliable, not to mention the usual GPU rendering woes. Requires a special version of Blender as well, which is an added pain. I find the...
  38. This is where I ended up. 357021

    This is where I ended up.
    357021
  39. The milk shader could use some work, I've been...

    The milk shader could use some work, I've been tweaking here myself, but whole milk should have more of a "buttercream" scattering color, while skim trends closer to blue. The red is a bit strange...
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    I wouldn't invest in GPU rendering at all right...

    I wouldn't invest in GPU rendering at all right now unless you're interested in stills only. The field is changing too quickly to rely on today's cards working tomorrow, not to mention the same old...
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    This was already addressed. They're two...

    This was already addressed. They're two completely different approaches, with the one in this thread being the more advanced of the two.
  42. Replies
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    How does the OpenVDB mesher handle thin sheets? I...

    How does the OpenVDB mesher handle thin sheets? I know in other meshing solutions thin sheets have special case handling, but I've never seen the OVDB solution.
  43. Your glass shader is a mess. Why are you...

    Your glass shader is a mess. Why are you combining Glass, Glossy, and Refraction with arbitrary values? Just use Glass + transparent, and mix with Is Shadow Ray.

    Go into Render settings and turn...
  44. Share the scene. You're likely doing something...

    Share the scene. You're likely doing something wrong. Looks like your noise is coming from SSS via caustic lighting, which I don't think a single renderer in existence can do quickly.
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    Use a html as a texture? That... makes no sense...

    Use a html as a texture? That... makes no sense at all.

    Also, there are DOZENS of apps out there these days that will do a very nice job of converting an image into a normal map. nDo, CrazyBump,...
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    AMD thinks that splitting the kernel into smaller...

    AMD thinks that splitting the kernel into smaller subkernels will help Cycles compile on their OCL compiler, and announced on the mailing list a few months ago that they would begin experimenting...
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    This hasn't been the case for a while now....

    This hasn't been the case for a while now. Especially for any studio using Arnold, which is designed from the ground up to be massively parallel. The new Renderman is the same way. The old way was...
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    Deformation blur is the biggest bottleneck in the...

    Deformation blur is the biggest bottleneck in the production workflow right now, followed by hair, and to a lesser extent volumes (since they're needed far less often). Aside from those things, and...
  49. The render API is incomplete and tough to work...

    The render API is incomplete and tough to work with if you want to do anything more than simple export/load to image buffer.
  50. The modifier version will (likely) be quite a bit...

    The modifier version will (likely) be quite a bit faster, and has the full feature set in terms of meshing control from OpenVDB. This addon is a great stop-gap solution until that's ready though. I...
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    Short answer? Because AMD sucks at having working...

    Short answer? Because AMD sucks at having working OpenCL and drivers despite years of promising a fix. Long answer? Read the "Good News AMD!" thread.

    Spoiler: There's no good news.

    This isn't a...
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    Newest commits are ~2 months old in the git repo....

    Newest commits are ~2 months old in the git repo.

    https://www.mitsuba-renderer.org/repos/mitsuba.git
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    Any instructions or anything? Can't seem to find...

    Any instructions or anything? Can't seem to find a single type of object that it will let me surface.

    EDIT: Never mind, I got it. For anyone confused, you have to add a separate object to your...
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    Yeah, autosave/recover would be SUPER useful if...

    Yeah, autosave/recover would be SUPER useful if it deleted itself when closing/terminating Blender...
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    Invest in a SSD.

    Invest in a SSD.
  56. Multiple Importance Sampling and setting the size...

    Multiple Importance Sampling and setting the size to be equal to the longest edge of your HDRI are about all you can do to keep things accurate. You could try to do the HDR in reflections only and...
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    AMD GPU rendering is still not officially...

    AMD GPU rendering is still not officially supported with Cycles, and likely will not be any time in the near future.
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    xNormal is the go to. But even their automatic...

    xNormal is the go to. But even their automatic texture antialiasing is just supersampling as far as I can tell.

    You might consider checking out BakeTool as well on the Market. It automates a lot...
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    [SOLVED] Doesn't speed up renders anymore. In fact, even...

    Doesn't speed up renders anymore. In fact, even with an SSD, it's still slower to read from the disk now that BVH building is multithreaded.
  60. Thread: Tube light

    by m9105826
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    Don't try to light your scene like that. It will...

    Don't try to light your scene like that. It will take forever. Fake it, use a spot lamp.
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    Velvet is fairly useless as a material. Sounds...

    Velvet is fairly useless as a material. Sounds like you want to mix an emission node with your diffuse using a Layer Weight > Facing node as the mix factor.
  62. Rendering is not the area where you want to have...

    Rendering is not the area where you want to have a "no paid work" policy. It's such a niche field that if you're good enough at it to make anything worth using, you're likely worth a lot of money to...
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    Wouldn't be difficult to do with the filter...

    Wouldn't be difficult to do with the filter system.
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    Poll: ZBrush has very different display needs from a...

    ZBrush has very different display needs from a full 3D app like Blender, and is also run by wizards.
  65. Don't bother fighting trying to get hair...

    Don't bother fighting trying to get hair collisions in Blender right now. Hair has been broken forever, and is currently in the process of being rebuilt from the ground up. If you need it right this...
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    Poll: Depends on which chipset.

    Depends on which chipset.
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    Poll: 2.1 was hardly "foresight" 6 years ago. And...

    2.1 was hardly "foresight" 6 years ago.

    And upgrading video drivers hasn't been "russian roulette" in like a decade, especially not on Windows. Probably safe to get off of the pre-packaged driver...
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    Do a search for my ubershader and check the node...

    Do a search for my ubershader and check the node group inside for "Fake shadow/caustics". That will get you a really nice looking result, especially for fairly simple shapes.
  69. Will it ever be possible? Of course, that's a...

    Will it ever be possible? Of course, that's a silly question. Moore's Law and all that. The neverending march of technology. Our kids will laugh at what we were forced to render on, just like we...
  70. No one is going to download your mediafire link....

    No one is going to download your mediafire link. Unzip the file and upload the .blend directly to paste all. In Blender, select File and pack your textures before uploading.
  71. If you're using Blender without hotkeys you're...

    If you're using Blender without hotkeys you're shooting yourself in the foot. Blender without hotkeys is like a car without a gas pedal.
  72. Replies
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    Poll: I'm confused. Why not just make this very...

    I'm confused. Why not just make this very obviously "opt-in" with a message the first time you open Blender on a new system? As long as it's not opt-out, I doubt anyone would take issue with it. In...
  73. Select them all, Scale > Z > 0, then place the...

    Select them all, Scale > Z > 0, then place the whole string where you want them to be. If you have one vert that's already where you want it to be, then change your rotation point to "active element"...
  74. Anyone who says there is a "standard" is being...

    Anyone who says there is a "standard" is being disingenuous. Almost every 3D package has a different control scheme, from navigation all of the way to individual operations. Softimage is different...
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    Blender should automatically pick up on all...

    Blender should automatically pick up on all available CPU cores. Whether GPU is faster is heavily dependent on scene and materials, and whether or not the scene can even fit into vRAM. Depending on...
  76. Simply can't be rendered on the GPU. I doubt a...

    Simply can't be rendered on the GPU. I doubt a GPU exists that could fit a scene like that in memory.
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    There are hobbies that everyone can get into, and...

    There are hobbies that everyone can get into, and hobbies that, by definition, NOT everyone can get into. I'd put 3D into the latter category. Sure anyone can tumble around a cube or a sphere...
  78. I appreciate the shout out! Indeed, materials...

    I appreciate the shout out!

    Indeed, materials and rendering are the EASY part of photoreal rendering. Which is saying something, because neither is particularly easy at all.

    Scans take a LOT of...
  79. No, as far as I know no one is interested in...

    No, as far as I know no one is interested in tackling bidirectional or real MLT in Cycles any time soon. Getting production-ready features working with bidirectional path tracing across the board is...
  80. The outliner is deeply connected to the...

    The outliner is deeply connected to the depsgraph, if I recall correctly. After depsgraph fixes are in place we can start to worry about updating outliner functionality.
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    I don't think this is just a string of Maya...

    I don't think this is just a string of Maya operations run in tandem, this is some REALLY advanced stuff. Just from the first demo video I can see mesh partitioning, BVH analysis, curvature analysis,...
  82. Rather, what modeling tools elsewhere do you feel...

    Rather, what modeling tools elsewhere do you feel would magically create photoreal humans for you? Or if it's not the modeling you're concerned about, what is it? Cycles has a top-of-the-line...
  83. Blender is one of the best poly modelers there...

    Blender is one of the best poly modelers there is. If you can't model it in Blender, you can't model it anywhere.
  84. If you want tuts from professional artists from...

    If you want tuts from professional artists from whom you can feel assured that you're learning best practices, then yes, paying is worth it.

    CGCookie is excellent for character training. CmiVFX...
  85. Compared to Maya and 3DS, no. I'd even wager that...

    Compared to Maya and 3DS, no. I'd even wager that Blender is MORE stable for everyday use.
  86. OpenSubdiv isn't for modeling anyway. Never has...

    OpenSubdiv isn't for modeling anyway. Never has been. It's an animation tool.
  87. Thread: Why not both?

    by m9105826
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    Yes, look under the transparency panel in the...

    Yes, look under the transparency panel in the materials tab. You'll need to set it to raytrace to get the refraction effect of active camo. Just a heads up though, it would be MUCH faster to render...
  88. It's waiting on OSD 3.0, just like viewport stuff.

    It's waiting on OSD 3.0, just like viewport stuff.
  89. Oh man I just saw this, haven't checked the...

    Oh man I just saw this, haven't checked the thread in a while. That's an excellent render! Love it.
  90. They're for arm twist/roll. Your arm doesn't just...

    They're for arm twist/roll. Your arm doesn't just rotate at one point, especially the foreams and shins. They have a gradual twist from elbow to hand as the ulna and radius rotate (or tibia and...
  91. Maybe not just because of Blender, but a lot of...

    Maybe not just because of Blender, but a lot of the work I've gotten has been due to people being impressed with work that was done in Blender (in addition to more mainstream packages). I don't think...
  92. There are no "pointless" knobs in Cycles, and...

    There are no "pointless" knobs in Cycles, and Cycles remains among the SIMPLEST production-ready renderers in existence. No pass juggling, no volume maps, no brick maps, no GI flickering issues.
  93. Replies
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    Very cool indeed! Good to see more experienced...

    Very cool indeed! Good to see more experienced users taking a look at Blender as part of a pipeline.

    To answer your questions:

    Alembic is in the (relatively) near future. There is an Blender...
  94. That's really, really cool. As soon as I'm home...

    That's really, really cool. As soon as I'm home I'm buying.

    One question: Is the "tweak" distance user controllable?
  95. Replies
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    Mostly because leaving empty sockets is bad...

    Mostly because leaving empty sockets is bad design in my mind, and relying on the ray visibility panel is even worse. No one should have to hop between panels just to figure out how your material is...
  96. The QBVH is heavily borrowed from Embree already....

    The QBVH is heavily borrowed from Embree already. A lot of the BVH code is. There's interest in updating the old Embree code sitting around as well.
  97. Render time subdivision/displacement. With...

    Render time subdivision/displacement. With geometry that would have caused problem before the Woop implementation, subdivision wouldn't fix it, only make it worse. So when render time displacements...
  98. Watertight tris is a bigger deal than that commit...

    Watertight tris is a bigger deal than that commit lets on, especially for once we have render time dicing going on (secretly hoping this is a prelude to that in the near future). It's very nice to...
  99. Poll: I wouldn't get too attached to the BGE. Chances...

    I wouldn't get too attached to the BGE. Chances are it will become less of its own entity in the near future and become more of an enhanced viewport. I don't think any devs have interest in doing...
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    Upload the file if you want quick help. A picture...

    Upload the file if you want quick help. A picture without any additional render setting information isn't going to get you very far. Based on what you said, you have faint light coming through glass,...
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