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  1. The world is infinitely far from the camera, thus...

    The world is infinitely far from the camera, thus adding any volumetric effects blacks out the world surface entirely. Use a cube (or a sphere) around the scene if you need fog+sky.
  2. Just render to EXR files and composite in a...

    Just render to EXR files and composite in a separate scene. (you can set the image node to "single image" so it uses it on every frame). There's no requirement you use the render layer nodes and work...
  3. For the water, you can just do this: 387777 ...

    For the water, you can just do this:
    387777

    Tint the diffuse shader slightly blue if you like the look better. For the fog, you can either use volume scattering (make a big cube around the scene...
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    I'm curious if there is a limit to the single...

    I'm curious if there is a limit to the single tile thing. At 4k, is a single tile still the fastest? Or does single-tile just seem the fastest in these tests because the optimum tile size is...
  5. That shouldn't be a reason not to know basic...

    That shouldn't be a reason not to know basic command line usage. It's useful for all kinds of artist's tasks, especially batch rendering. Here's some guides to get you started:

    Windows:...
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    Under compute options, where you select your...

    Under compute options, where you select your device, is there an option for CPU+GPU? If your GPU is the only option in the list, you may need a separate OpenCL runtime for it. You can grab it here...
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    Has anyone tried OpenCL CPU+GPU on an...

    Has anyone tried OpenCL CPU+GPU on an Intel/Nvidia system to see how it compares to CUDA-GPU?
  8. Eh, you can dupe it into supporting UDIMs,...

    Eh, you can dupe it into supporting UDIMs, although it gets really messy with more than 4-6 patches or so. But the rest....yeah. Cycles can deal with lots of tris once the render starts, but no...
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    Might help to have some texture (bump/roughness)...

    Might help to have some texture (bump/roughness) on the chains? That way they look less clean and "CG". Composition and effects look great!
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    Some sludge critters at play. Debated whether or...

    Some sludge critters at play. Debated whether or not it was worth putting in the finished projects forum. I figure I've submitted worse in the past though, so why not. Posting it here too for...
  11. Thread: Pipeline

    by J_the_Ninja
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    Pipeline

    Some little sludge critters having fun.

    386697
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    Resolution % is just a scale factor for test...

    Resolution % is just a scale factor for test renders, so you want 100%. Setting it to 50% would give you 960x540, 200% would give you 3840x2160, etc. Antialiasing affects your 3D scene, not video...
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    Does your blu-ray authoring software re-encode...

    Does your blu-ray authoring software re-encode everything when building the disc? If so, you'd want some intermediate format so you may as well just keep using avi raw if its working for you. If your...
  14. Some mailing list discussion about that today,...

    Some mailing list discussion about that today, actually: http://lists.blender.org/pipermail/bf-cycles/2015-June/002347.html

    EDIT: Are you talking about micropolygon displacement? Or the...
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    Internally everything is 32bpc float linear (I...

    Internally everything is 32bpc float linear (I think it's stuck as sRGB too?). Output format is just that, output. It's generated on the fly from the final 32bpc float render buffer when writing the...
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    386045 Playing with the OSL planet texture...

    386045

    Playing with the OSL planet texture some more.
  17. While we're on viewport performance, what's the...

    While we're on viewport performance, what's the deal with AO and antialiasing? I recall psy-fi saying something about memory issues from having both on at once, but it works if you hit the OpenGL...
  18. Greater-than is 0/1, the problem is the noise...

    Greater-than is 0/1, the problem is the noise texture isn't a per-sample RNG. A given texture coordinate will always return the same value no matter how many times you sample it. It's meant to give...
  19. Branched path always ray-splits, regular path...

    Branched path always ray-splits, regular path does a random pick. If I'm reading the alSurface blog post right, it seems it does a random pick weighted by the mix factor, essentially? That might be a...
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    Finally got around to wrapping this image up....

    Finally got around to wrapping this image up. Been sitting on my hard drive for almost a month while I figured out what to do with it.

    385251
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    https://developer.blender.org/rB0d3555fe2ea39e896a...

    https://developer.blender.org/rB0d3555fe2ea39e896a4679598723add20609f0c8

    Individual-island origin in the UV-editor! Thank you Campbell! This will make tweaking margins so much simpler!

    Also,...
  22. DOMO79, I've noticed a common theme in a lot of...

    DOMO79, I've noticed a common theme in a lot of your threads is you seem to be approaching things backwards. You're always asking about general concepts and approaching things with "tell me about xyz...
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    Isn't the substance pack just textures that have...

    Isn't the substance pack just textures that have been pre-run through bitmap2material or hand-edited for other map types?

    Personally, I'd never use secondary maps from a texture site. Too hard to...
  24. Yeah, but unfortunately the compositor refuses to...

    Yeah, but unfortunately the compositor refuses to have a single node that will increase exposure by more than 4x (the HSV node's "value" slider really shouldn't have a limit, or at least a much...
  25. IIRC, the "ducking" is a hack to workaround the...

    IIRC, the "ducking" is a hack to workaround the lack of per-microfacet fresnel in Cycles. There's no way to apply it to refractions though. For glass, I'd recommend just using the glass BSDF and the...
  26. For some blend modes (especially add, actually)...

    For some blend modes (especially add, actually) it's useful because it lets you scale up the value before comping it in. For something like a bright flare you can absolutely use fac=5. Or 10. Or 20.
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    What do you have currently?

    What do you have currently?
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    No UDIM support in Substance Painter though....

    No UDIM support in Substance Painter though. Almost tempted to get Mari indie just for that. (well, that and putting "mari" on the resume)
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    Depth pass does not use transparency, it's just...

    Depth pass does not use transparency, it's just the distance to the surface. Use the mist pass instead, this is what it's for. It's also antialiased, and pre-normalized so you can skip the normalize...
  30. Thread: openvdb

    by J_the_Ninja
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    If you do this trick, it's a good bit faster:...

    If you do this trick, it's a good bit faster: http://blenderartists.org/forum/showthread.php?367329-Optimization-on-smoke-volume-rendering-with-nodes

    Maybe OpenVDB does something like this on its...
  31. Thread: clothes

    by J_the_Ninja
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    Maybe, maybe not. It's not an easy question to...

    Maybe, maybe not. It's not an easy question to answer generically. What kind of clothes are we talking here? A flowing robe/gown? A t-shirt? Jeans? Coat? Corset? Tactical vest? How detailed does the...
  32. Thread: clothes

    by J_the_Ninja
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    I can't think of any reason why not. Export a...

    I can't think of any reason why not. Export a low-res of the clothing article, set up vector displacement, and go about your workflow. What sort of clothes are you working on, and what are you having...
  33. Photoshop's model viewer uses it's own renderer,...

    Photoshop's model viewer uses it's own renderer, not Cycles. So you can't expect the shaders to transfer. What exactly are you trying to do? Get an accurate preview of spec/gloss maps you're...
  34. Don't duplicate things with the array modifier...

    Don't duplicate things with the array modifier directly, that isn't what it's for. It produces a full mesh copy which will kill your RAM. Use duplis or particles, they're much more efficient for...
  35. [SOLVED] Trying to get rid of shadows in the node editor...

    Trying to get rid of shadows in the node editor won't work. The node editor can't do that, it only affects the appearance of the shadow. You didn't remove the transparent shadow, you made the ENTIRE...
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    Lens profile-based filters to remove c....

    Lens profile-based filters to remove c. abberation are a real thing. (same basic idea as the profiles for barrel/pincushion distortion) And they do work if the effect isn't that severe. There's going...
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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...
  38. 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...
  39. 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.
  40. 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...
  41. [SOLVED] 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...
  42. 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...
  44. 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.
  45. 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...
  47. 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. ;)
  49. 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...

    375698
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    375700

    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...
  56. 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...
  57. 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:

    373176

    Thanks to the folks in the focused critiques forum for advice on composition/lighting,...
  65. 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?
  66. 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:

    372828

    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

    372659


    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...
  74. 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...
  77. 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...
  78. 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...
  79. 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.
  81. Replies
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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.
  82. Replies
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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...
  83. 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....
  84. 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:

    367714

    @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...
  89. [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.
  90. Replies
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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...
  91. Replies
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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!
  94. Replies
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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.
  95. Thread: Maya

    by J_the_Ninja
    Replies
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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...
  98. 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...
  99. 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...
  100. 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...
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