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    Was there something wrong with GoB? I last used...

    Was there something wrong with GoB? I last used it a week or two ago with a dev build + ZB 4R6 and everything seemed to be working fine.
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    Yeah, at the time I made those I was thinking...

    Yeah, at the time I made those I was thinking they wouldn't be quite so obvious for what they were in the finished product. They were intended as more a background thing you only notice looking...
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    Bio-lab environment

    330336


    A sci-fi lab/dungeon environment, inspired by a recent replaying of Metroid Prime (still one of the best games of all time, IMO).


    Alt angle:
    330335
  4. If you are referring to Cycles (or any raytracer,...

    If you are referring to Cycles (or any raytracer, really), the answer is "sorta".

    In one sense, yes, they are rendered, since the raytracing calculation traces against all objects in the scene....
  5. It's a slow effect viewed indirectly through slow...

    It's a slow effect viewed indirectly through slow effect. It's gonna be slow. Why are you using scattering for the contents of a glass anyway? The SSS shader is a lot faster and should work fine.
  6. Just one: latest dev version. I like some...

    Just one: latest dev version.

    I like some excitement in my life. :evilgrin:
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    More texturing: http://i.imgur.com/PunPFcg.jpg

    More texturing:

    http://i.imgur.com/PunPFcg.jpg
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    Latest: 329067 I decided at the last minute...

    Latest:

    329067

    I decided at the last minute to add some ceiling cladding, so pardon the temporary dark diffuse shader on it, it will be more metallic in the final version. Other than that, the...
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    Noisy lighting/reflections test render before I...

    Noisy lighting/reflections test render before I head out to the Blender meetup:

    328817
  10. Simple version (uncheck ray visibility > shadow...

    Simple version (uncheck ray visibility > shadow in the object tab if you don't want shadows):

    328444


    Transparent shadows instead of caustics. Transparent shader must have a color darker than...
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    Texturing in progress.... 328250

    Texturing in progress....

    328250
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    Are your lamps using the glass shader? That makes...

    Are your lamps using the glass shader? That makes the bulbs count as indirect light when seen through the glass. Try this shader instead, it's faster and will allow things behind it to be considered...
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    Modeling is just about wrapped up. Looking to...

    Modeling is just about wrapped up. Looking to start UV-ing crap and texturing over the weekend.

    327103

    Here's a quick color paintover, just playing with ideas atm:

    327104
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    Like the one in BI? Nope, not implemented. You...

    Like the one in BI? Nope, not implemented. You could try emitting smoke from the particle system, I guess....
  15. Per-thread RAM use is pretty insignificant in CPU...

    Per-thread RAM use is pretty insignificant in CPU mode, you can just count the total system RAM regardless of the number of threads you are using. The threads share one RAM dataset for the really...
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    I'll often do a single cut and then bevel it, but...

    I'll often do a single cut and then bevel it, but a proper spacing/symmetry option would be really nice.
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    Physics stuff only interact when they are on the...

    Physics stuff only interact when they are on the same layer, so put each domain and its emitters/obstacles/force fields and such on a different layer and you should be good.

    Temp diff is one of...
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    Updates: Computer consoles are mostly in place...

    Updates:

    Computer consoles are mostly in place now, chair now has sculpted pads with split seams and stitching (stitching is kind hard to see here, the shader will have more color contrast from...
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    Just to prove it once and for all, new array...

    Just to prove it once and for all, new array definitely DOES support ngons!


    326459

    And yes, it much, much faster. It's a godsend for long arrays along paths, like chains and segmented hoses....
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    As it happens, I made a tutorial! (you can see...

    As it happens, I made a tutorial! (you can see part of the lab shell in the example render I use at the beginning):
    http://youtu.be/7s9ikE1RktY

    tl;dr: Made a single tile, grate was built with...
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    I haven't decided on an exact color scheme (need...

    I haven't decided on an exact color scheme (need to play with that once I get to texturing) but lighting/mats will be something along these lines:
    ...
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    Bio-lab (environment WIP)

    Current progress:

    329068
    ____
    Started working on a sci-fi lab/dungeon environment. Here's the past couple of days' work:

    326134

    326135
  23. Batch scripts wait for each command to exit...

    Batch scripts wait for each command to exit before running the next one, so they'd render in sequence.

    Running blender from the command line can do all of that, you just need to input the correct...
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    Your glass needs to have thickness, Cycles is...

    Your glass needs to have thickness, Cycles is thinking your entire interior is a solid block of glass. Either add a solidify modifier to your glass to give it some thickness, or use IOR=1.
  25. Blender command line reference:...

    Blender command line reference: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Command_Line

    Basically, you'll make a short text file that goes something like:



    blender -b...
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    The fireflies are probably secondary reflections...

    The fireflies are probably secondary reflections of the sun. (blurred glossy floor > sharp glossy sphere > sun). I've run into that issue with sun/sky in Arnold quite a bit. SA even has an entire...
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    To clarify on what is exactly "is shadow ray"...

    To clarify on what is exactly "is shadow ray" means:

    When sampling lights, Cycles will try and connect a ray (known as a "shadow ray") from the surface out to the light. If it has a clear shot,...
  28. Instead of plugging the color output of the noise...

    Instead of plugging the color output of the noise texture into your shader directly, plug the texture's "fac" output into a colorRamp or mixRGB node and use that to define a color range. (with mixRGB...
  29. It works if you use UV coordinates, since those...

    It works if you use UV coordinates, since those are duplicated by mirror/array. I don't think any other coordinate setup would be, since mirror/array geometry is considered to still be part of the...
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    terrible_conSEQUENCER. :D Looks like VSE work...

    terrible_conSEQUENCER. :D

    Looks like VSE work of some kind?
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    There isn't a standalone, per se. There's a...

    There isn't a standalone, per se. There's a command-line tool called Kick that will render files by itself, but it doesn't come with a standalone GUI. Just pick one of the exporter packages and...
  32. Assuming you are trying to convert between linear...

    Assuming you are trying to convert between linear and sRGB, the value you want is .454. I'm a little lost at what you are trying to do here. How did you get that "average color"? When something looks...
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    If your glass is single-sided, it will refract,...

    If your glass is single-sided, it will refract, causing what you see here. Either add a solidify modifier so it refracts correctly, or use some other shader, like a transparent/glossy mix.

    P.S....
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    Playing with smoke, sunbeams node, and some...

    Playing with smoke, sunbeams node, and some zbrush pratice

    323297
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    For the stone, there's a brush called "mallet...

    For the stone, there's a brush called "mallet fast" that is included with zbrush. It's not active by default, but you can find it in the lightbox under brushes > mallet. It's really useful for...
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    http://vimeo.com/101670787 Cool demo of the...

    http://vimeo.com/101670787

    Cool demo of the sunbeams node.
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    Oh wow. Awesome results. Was not expecting that!...

    Oh wow. Awesome results. Was not expecting that! :)
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    Wouldn't this be the same as just lowering the...

    Wouldn't this be the same as just lowering the volume depth in render settings? Or am I missing something?
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    The UV output on the texture coordinate node...

    The UV output on the texture coordinate node always uses the active map. Also, several Cycles textures, including the image texture, use the active UV map when nothing is connected to their vector...
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    It's not like there's a lot to doing it in the...

    It's not like there's a lot to doing it in the compositor, just throw this in:
    322243
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    There is! And it's even GPU accelerated, one of...

    There is! And it's even GPU accelerated, one of the few nodes that is! It's part of the directional blur node, adjust the "spin" and "zoom" values.
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    Glass produces a solid alpha channel, due to the...

    Glass produces a solid alpha channel, due to the refraction. If you want window reflections with a composited background scene through the window, use this shader:

    321772

    It works similarly to...
  43. It's listed here, under Shaders > SVM:...

    It's listed here, under Shaders > SVM: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Optimization

    I also asked DingTo about it in IRC a few weeks ago and he said something like...
  44. Arnold, Vray, and Mental Ray all do. It's known...

    Arnold, Vray, and Mental Ray all do. It's known as "mipmapping and caching" or other similar names. The texture is pre-converted to a special format with mip maps, pre-baked gamma correction, and...
  45. +1. Cycles is abysmal at handling heavy textures....

    +1. Cycles is abysmal at handling heavy textures. Part of the work is already built into OpenImageIO too. (.tx files and the like). Why Cycles has still has no mipmap/caching support is something of...
  46. See this .blend file for a basic filament-lamp...

    See this .blend file for a basic filament-lamp setup.

    The big "light emitter" mesh has all ray visibility except diffuse disabled. It will actually shine, but is invisible. The filament is the...
  47. Are you possibly set to a renderlayer or pass...

    Are you possibly set to a renderlayer or pass other than the combined pass on the current layer?
  48. The image is warped because the UV shells are...

    The image is warped because the UV shells are totally different shapes from the corresponding faces. Why is this?
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    For Blender's speed pass it is wrong, but I was...

    For Blender's speed pass it is wrong, but I was just using that as an example (like I said, I didn't have a mental ray file handy to demonstrate with). Mental Ray's speed pass does not contain the...
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    I've used it before for mental ray (mv2dtoxik...

    I've used it before for mental ray (mv2dtoxik pass). It works mostly ok, the only issue is Mray's pass only includes one set of speed vectors in the R and G channels, Blender is expecting a second...
  51. I don't think that's the bump map so much as the...

    I don't think that's the bump map so much as the procedural textures that are feeding it. Procedurals are expensive (compared to image textures), running multiple noise functions to produce a bump...
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    In short, you won't need to use as many samples...

    In short, you won't need to use as many samples to get the same result.
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    No. It allows you to get a clean image with...

    No.


    It allows you to get a clean image with fewer samples. How few will vary from scene to scene. Some scenes there will be a small difference, others will need a fraction of the current number...
  54. Not so much they were unlikeable, but maybe what...

    Not so much they were unlikeable, but maybe what happened to them was a natural consequence of their decisions. About "evil prevails", that's not so much the point either. A big over-arching theme of...
  55. Have you read the books then? If not, it doesn't...

    Have you read the books then? If not, it doesn't really make sense to wish there were more creatures and less violence/sex in a story you don't even follow. There aren't as many creature elements...
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    318754 Pluto and charon! (at mostly correct...

    318754

    Pluto and charon! (at mostly correct sizes, yay!)

    Lighting is kinda boring, I wanted to keep them more lit to show off the texturing work.
  57. It's about expected considering how large the...

    It's about expected considering how large the domain is. It's ~21.6m along it's longest side, you're using base res=200, hi-res=2, so that gives you a total res of 600 along the longest side....
  58. Convert is permanent, that may not be the best...

    Convert is permanent, that may not be the best solution. If you want to hide a particle system until render time, there's a couple ways to do that:

    -Go into the modifier stack, find the particle...
  59. Kinda depends on what sort of grass you are...

    Kinda depends on what sort of grass you are making. For a more wild/unkept field, clumps tends to work best. Especially since you can model out the blades and get more detail on them. This tutorial...
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    Write a render plugin for it.

    Write a render plugin for it.
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    There isn't actually a minimum distance at all,...

    There isn't actually a minimum distance at all, the object just snaps to whatever your mouse cursor is over. Unless you are referring to the pixel distance used to determine what your mouse cursor is...
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    Yes, deformation motion blur will kick in when...

    Yes, deformation motion blur will kick in when needed by default. If you want to disable it for a particular object, you can uncheck that "deformation" box. Generally though, you can just animate and...
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    This image: 318179 If that's from the render...

    This image: 318179

    If that's from the render panel, why is there a custom-properties panel? That is not present in render settings, only object settings.
  64. 1024 is an enormous sim resolution. The higher...

    1024 is an enormous sim resolution. The higher the res, the longer the bake time. Why on earth is it set so high? Even 200 is looking reasonably nice here. I can't imagine why you'd feel the need to...
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    Uh...those aren't even the same panel. The one...

    Uh...those aren't even the same panel. The one with deformation options is the object-specific motion blur settings, the one with the shutter time is the global motion blur options in render settings.
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    I'd work on a better texture for the dragon, is...

    I'd work on a better texture for the dragon, is that just a procedural atm? I'd sit down in texture paint mode and draw out a proper texture, then maybe use a procedural bump map over the top for...
  67. Keep in mind, Cycles is always in "GPU mode" when...

    Keep in mind, Cycles is always in "GPU mode" when running on OpenCL devices, even if the targeted device is actually a CPU. It basically acts as though your CPU or the Phi board or anything else were...
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    This actually turned out much better than I was...

    This actually turned out much better than I was expecting it to:

    317320

    I've been doing some rain/bad weather comp stuff at work recently, I wanted to put those tricks to work in something a...
  69. That discovery got made about a week into...

    That discovery got made about a week into switching over. We leave nothing uncached now. Something like that is on the todo for Cycles, right?




    Keep in mind, they (atm) have a minimum...
  70. People who think Arnold is only useful when you...

    People who think Arnold is only useful when you are making 500-million polygon scenes have never worked with it. When I'm working on personal projects in Cycles, I regularly have moments where I...
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    Out of curiosity, did you have MIS enabled for...

    Out of curiosity, did you have MIS enabled for that light, or no?
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    [SOLVED] Here's a few setups to try out. Translucent or...

    Here's a few setups to try out. Translucent or SSS will always give that "all over" lighting since they don't have a true specular transmission component, you need to use the glass shader for that....
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    Link in your character group, then with the...

    Link in your character group, then with the dupligroup selected, hit Object > Make Proxy, and choose your control rig from the object list that appears.
  74. Replies
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    Yes, you can. In fact, if you want sane render...

    Yes, you can. In fact, if you want sane render times you don't want to do fog with any other setting. The bounce settings in Cycles don't count the first hit, it sets the numbers of bounces after...
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    That's different, subsurf=0 disables the modifier...

    That's different, subsurf=0 disables the modifier entirely. Volume depth=0 doesn't completely disable volumes, it just disables indirect scattering. Some people managed to get through life with...
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    Objects > Make Single User > Object+Data

    Objects > Make Single User > Object+Data
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    World > Ray Visibility. Uncheck "transmission"....

    World > Ray Visibility. Uncheck "transmission". Note that you get a black environment this way, not alpha or anything. That may or may not be what you wanted.
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    Fire does this naturally, see fire dancers, for...

    Fire does this naturally, see fire dancers, for example. You can try increasing the temp difference setting on the domain to make the flames rise faster. But personally, I'd just run with it, try...
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    You don't need it, CPU is the default. If your...

    You don't need it, CPU is the default. If your system supports Cycles GPU mode, you need to use that menu to switch back to CPU mode. Since your system doesn't support GPU (or you never enabled it),...
  80. It's possible to duplivert a dupligroup empty...

    It's possible to duplivert a dupligroup empty (dupliception!). You could try that.
  81. That's only an issue when you are rendering on...

    That's only an issue when you are rendering on the same card that runs your display. Maybe that's what they mean.
  82. Yep. Set the view how you want it then select...

    Yep. Set the view how you want it then select "OpenGL Render Animation" from the render menu (up top, in the info bar). You can also click the clapboard button at the bottom right of the 3D view, it...
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    KOFFING! 315648 I figured I'd throw the...

    KOFFING!

    315648

    I figured I'd throw the project files up if anyone wants them (note, it's about 68MB download. Also, you'll need to rebake the smoke yourself)....
  84. Displacement works fine (enable experimental...

    Displacement works fine (enable experimental features), it's the render-time subdiv to go with it that we're missing.
  85. The new fancy-sampled GGX is the default for...

    The new fancy-sampled GGX is the default for glossy and anisotropic now:

    2.71 (ward, old sampling)
    315071

    2.72 (GGX aniso, new sampling. Note glorious lack of dark edges)
    315070


    Also,...
  86. Because SA aren't assholes and make nice...

    Because SA aren't assholes and make nice products. That goes a long way.


    Also, throwing in my congrats to Brecht on the new gig. As someone who uses Arnold at work and Cycles at home, I don't...
  87. Uh, that's not their names. How tiny IS your...

    Uh, that's not their names. How tiny IS your properties window?

    314958


    Although I suppose the names could be "Indirect Sample All" and "Direct Sample All"....
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    Campbell added custom UI fonts today.... 314956

    Campbell added custom UI fonts today....

    314956
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    An alternate method might to be to just enable...

    An alternate method might to be to just enable "transparent" on the main render, then switch on the environment pass. The environment pass contains your HDRI with the occluded areas knocked out....
  90. Replies
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    To start or stop the flowing of smoke, keyframe...

    To start or stop the flowing of smoke, keyframe the density/flame rate values on the flow object. (density is for smoke emitters, flame rate is for fire emitters. Smoke+fire emitters will have both).
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    Use a sphere emitter or some forcefields to get...

    Use a sphere emitter or some forcefields to get rid of the cube look. Or add some randomness to the particle system. With density, gravity, and tempdiff all zero'd out, the smoke doesn't really go...
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    Enable "transparent" in the film tab (render...

    Enable "transparent" in the film tab (render settings).
  93. Thread: Bmw m6

    by J_the_Ninja
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    314360 314361 314362 Chipping away at bit...

    314360
    314361
    314362


    Chipping away at bit more. Sadly, I seem to have run out of all the low-hanging fruit of bits to model! (not looking forward to the license plate area and the door...
  94. Thread: Moonlight

    by J_the_Ninja
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    ? What are you trying to do? I was just listing...

    ?
    What are you trying to do? I was just listing some ways to get the functionality that tommywright
    http://blenderartists.org/design/baorg2012dark/images/statusicon/user-offline.png was talking...
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    It's a one-way street. Using Apache 2.0 code in a...

    It's a one-way street. Using Apache 2.0 code in a GPL project is fine, but using GPL code in an Apache 2.0 project is not ok, since releasing the finished product as Apache 2.0 licenses out rights...
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    No, but you can just pull the alpha channel from...

    No, but you can just pull the alpha channel from the combined pass.
  97. Thread: Bmw m6

    by J_the_Ninja
    Replies
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    Yes, first image is with a matcap. It's kind of a...

    Yes, first image is with a matcap. It's kind of a tacky color, but at least it looks like car paint. Made a lot of improvements on the front end:

    313733
  98. Thread: Bmw m6

    by J_the_Ninja
    Replies
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    Bmw m6

    I've finally worked up my courage enough to try a car! While I've done a good bit of work rigging and shading cars, I've never actually modeled one from scratch. Combination of nerves about it and...
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    Cycles doesn't include wavelength values in the...

    Cycles doesn't include wavelength values in the ray, just RGB. Even in renderers that do have spectral sampling, it's normally cutoff below 380-400nm for performance reasons. Blacklights, or good...
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    1) Assuming you install by just copying over...

    1) Assuming you install by just copying over Blender, only if you overwrite the old version. Not sure what behavior installers have
    2) Generally no, but depends on how "old" we are talking. 2.49 and...
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