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    Solidify - subdivide rim?

    Why doesn't the solidify modifier have an option to add loops circling the rim? (Like the "loops" option on Zbrush's panel loops function). I know there's the outer crease option which gives similar...
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    339879 Some sort of spiraling staircase.

    339879

    Some sort of spiraling staircase.
  3. Yes, that's correct. A simple explanation that I...

    Yes, that's correct. A simple explanation that I hope clarifies things a bit (apologies if this comes across as condescending, I have no idea what your experience in software dev is)

    When a...
  4. The world AO option will calculate AO for...

    The world AO option will calculate AO for everything and just add the result to the final image. It functions as an ambient lamp with built-in AO. It's meant mainly as an alternative to GI and fill...
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    Another reminder to people to PLEASE use this...

    Another reminder to people to PLEASE use this thread instead of the patch review comments on the dev page!!!!
  6. Hair objects are instanced, the number of total...

    Hair objects are instanced, the number of total polys is pretty much meaningless. If it's causing viewport issues, there are a number of things you can do, like drawing the objects as bounding boxes,...
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    Add node > Inputs > Light Path

    Add node > Inputs > Light Path
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    -Go one stage at a time. Don't be throwing colors...

    -Go one stage at a time. Don't be throwing colors and textures on things as you are modeling. It starts becoming very difficult to see what actually needs fixing, and you end up using covering...
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    Take a bit of time to think on how a machine like...

    Take a bit of time to think on how a machine like this would be built, think like your imaginary aircraft engineer. How many pieces is it assembled from? How are those pieces put together? For...
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    Something about the railing shader isn't sitting...

    Something about the railing shader isn't sitting right with me. It seems too shiny and the color is pretty saturated compared to everything else. Like it's made of polished brass. Maybe mix some more...
  11. If you want the pass without AO affecting the...

    If you want the pass without AO affecting the beauty pass or any other layers, you can just enable the pass and leave the world option disabled. This will still enable global AO, the results just...
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    Why does adaptive need its own panel anyway? Why...

    Why does adaptive need its own panel anyway? Why not just put it in the sampling panel? Maybe rename the current sample number of "max samples"?
  13. There really isn't, unfortunately. If you hold...

    There really isn't, unfortunately. If you hold the J key down while grabbing the arrow, you'll enable discrete transform which is vaguely like increment snapping in Blender. (you can adjust the...
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    FWIW, you DO have "advanced" settings enabled....

    FWIW, you DO have "advanced" settings enabled. Most of those are hidden in there because they're arcana that rarely needs to be changed anyway.
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    The palette interface is right there, I can see...

    The palette interface is right there, I can see it in your screenshot. It does not, however, have any colors stored in it though. Click the + button below the color wheel to pin the current color...
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    My OS X build is here if anyone wants it (no...

    My OS X build is here if anyone wants it (no guarantees it works properly): https://dl.dropboxusercontent.com/u/1706676/blender_adaptive_cycles_patch_osx64.zip

    (side note: please keep comments...
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    Baking in Cycles requires Blender 2.71 or newer.

    Baking in Cycles requires Blender 2.71 or newer.
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    I've had good luck with this page in the past:...

    I've had good luck with this page in the past: http://www.celestiamotherlode.net/catalog/solarsystem.php
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    Mental Ray can use path tracing, or photon...

    Mental Ray can use path tracing, or photon mapping, or irradiance caching, or photon mapping with irradiance caching, or a caching algorithm called irradiance particles, or just AO, or nothing....
  20. The patch also has a function that rearranges...

    The patch also has a function that rearranges samples within the tile to help hit the target faster. That should eliminate (or at least reduce) the need for shrinking tiles sizes.




    Adaptive...
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    Honestly, this is a really vague question and I...

    Honestly, this is a really vague question and I think it's going to be hard to write anything on the subject if you haven't used both. You mention they render differently, but that's a tricky thing...
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    1) Use the fresnel node as the diffuse/glossy mix...

    1) Use the fresnel node as the diffuse/glossy mix factor.
    2) You might want the spec map to be a brighter/higher contrast version of the diffuse map.
    3) Texturing roughness might help get that...
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    To clarify on the color ramp, you often want to...

    To clarify on the color ramp, you often want to lower the brightness on the "light" side to give a more sane max gloss value. The invert and multiply nodes you have in your current setup do the same...
  24. Good news everyone! The adaptive AA sampling...

    Good news everyone! The adaptive AA sampling patch (just the AA part, not metropolis) has been submitted for review! https://developer.blender.org/D808
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    [SOLVED] Yeah, that seems like the best way to go. For...

    Yeah, that seems like the best way to go. For some reason I didn't think of just using object-offset instead of trying to fit a spiral path. Thanks for the suggestion!
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    [SOLVED] Spiral staircase issues

    Hi BA. I'm currently trying to create a spiral staircase (like in a tower/lighthouse). I'm having a little trouble figuring out a method that gives the correct stair pattern. The best result I've...
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    Ok, I had a brain fart there and wasn't thinking...

    Ok, I had a brain fart there and wasn't thinking where metal colors could come from in my shader. Spec map should be attached to the color input on the glossy shader. The problem is, it still doesn't...
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    It's a little hard to figure out what's wrong...

    It's a little hard to figure out what's wrong with your comp setup because I'm not clear on what it is supposed to be doing in the first place. Could you explain a bit, and link to the tut you say...
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    If you have just those 4 map types, they should...

    If you have just those 4 map types, they should be assembled something like this:

    335481


    If you want to do that pipe with all one shader though, you'll need some texture to shift the fresnel...
  30. Definitely: ...

    Definitely:

    https://support.solidangle.com/display/AFMUG/Textures

    Why this gets postponed to chase 2% speed improvements from code reshuffling, I really don't know. Maybe there's more to...
  31. Use the environment pass instead of the emit...

    Use the environment pass instead of the emit pass? Or emit+environment (add node) if you have regular lights too?
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    Just use the glass shader and increase the...

    Just use the glass shader and increase the roughness above 0. You can try mixing in the SSS shader too if you want more of that bright-white look some frosted glass has. Also, some frosted glassware...
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    What's with the lack of submenus from addons now?...

    What's with the lack of submenus from addons now? IIRC, that started happening when pie menus came in. Is that a bug in Blender or the extra objects add on?
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    [SOLVED] Did you render to an image sequence? If so, does...

    Did you render to an image sequence? If so, does your frame rate set under "interpret footage" in AE match the frame rate of both your clip and AE comp? If you rendered to a movie file (in the...
  35. For an individual render, no. If you have to do...

    For an individual render, no. If you have to do two separate render jobs. You can put these together in a batch script though and get the same end result. There's some good resources around the forum...
  36. But why do your larger islands require a larger...

    But why do your larger islands require a larger margin simply because they are bigger? Why do you need different margin sizes at all?

    And Blender's autopack will never be that great for a lot of...
  37. No, it's not. If you want to render...

    No, it's not. If you want to render photorealistic animations on a single PC, that's just not going to happen with any renderer. Rasterization-based renderers like BI are fast by default, but take...
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    The right side wall isn't really working, it...

    The right side wall isn't really working, it looks like a weird wallpaper, and I can't figure out why it would be there in the first place. Also, the chair is too low for the desk, armrests should be...
  39. That refers to things like comparing test images,...

    That refers to things like comparing test images, not threads like this which are nothing more than holy wars over feature lists and personal preferences.
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    Not quite. The colors are rendered linearly, and...

    Not quite. The colors are rendered linearly, and are stored linearly. What is not linear is the display of the swatch itself. It's being corrected on the fly as it's shown to you. Meaning if you use...
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    Ah, ok, I see what you're getting at now. In...

    Ah, ok, I see what you're getting at now.

    In the strictest sense, the way Blender does it is less-hackish. In order to get the behavior you describe, you need to reverse-correct the entered color...
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    The swatch is corrected for the display, whereas...

    The swatch is corrected for the display, whereas the RGB value in the picker is linear. (the hex picker is non-linear. The HSV picker is also non-linear as of 2.71, it was linear before that). So the...
  43. You really can't. The hair outputs a set of...

    You really can't. The hair outputs a set of individual paths, not a mesh or a volume. You can hit the convert button on the hair/particle modifier to bake the hair to a set of edges, but I don't know...
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    Enabling "only render" does take care of that for...

    Enabling "only render" does take care of that for me.
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    I'm sorry, I don't quite understand? ...

    I'm sorry, I don't quite understand?



    Cycles, I'm not doing a whole lot with Lux these days. I find Cycles fits my needs a lot better. To answer any other render questions people might have,...
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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
  49. 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....
  50. 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.
  51. 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
  55. 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....
  60. 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
  68. 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.
  70. 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,...
  73. 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...
  74. 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...
  77. 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...
  88. 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...
  89. 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...
  90. +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...
  91. 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...
  92. 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?
  93. 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...
  96. 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...
  99. 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...
  100. 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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