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  1. Replies
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    Try glass with volume emission, at least as a...

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

    364329
  2. Replies
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    It's really weird to see your video show up in a...

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

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

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

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

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

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

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

    Eventually, after OpenSubdiv is in place.

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

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

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

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

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

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

    Zbrush's dynamesh will do it, at any res you want. You may get some goofy(aka blobby) geometry where it creates "welds" between pieces, but that's about it. It also can have trouble dealing with flat...
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    6,910

    Ok, so grand summary of UV packing improvements:...

    Ok, so grand summary of UV packing improvements:

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

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

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

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

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

    Namely, tangent space support.

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

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

    Bevel and tri-planar nodes! WOOOOHOOOO

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

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

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

    Oh boy.

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

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

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

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

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

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

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

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

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

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

    Whoops, thanks for the clarification.

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

    Actually, it was Tuesday. ;)

    http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74/Hair
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    Do not use the normalize node with animations, it...

    Do not use the normalize node with animations, it will scale everything to compensate for changes in the max Z value. Use math or map-value nodes instead.
  37. [SOLVED] Normalize compresses the Z-pass to 0-1 range. If...

    Normalize compresses the Z-pass to 0-1 range. If something appears that increases the highest value in the pass, normalize will darken everything else to compensate. Use the map value node instead to...
  38. Yes, the simulator propogates a fluid simulation...

    Yes, the simulator propogates a fluid simulation through the voxel grid, and each cell ends up a series of values (kind of like red, green, blue and alpha channels) describing the density of the...
  39. That is referring to bone layers on armatures...

    That is referring to bone layers on armatures specifically. When you are linking stuff in Blender, you are supposed to make an armature (your control rig) that can control anything and everything you...
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    Doesn't necessarily mean that was what is...

    Doesn't necessarily mean that was what is rendered. In that particular case I'd guess it was a hand-only model used as a fluid simulation prop (no reason to sim obstacles on the entire body when only...
  41. Ace, I'm really not sure you understand what...

    Ace, I'm really not sure you understand what you're talking about here. Do you know what the node setup looks like to reproduce the basic UE4/Substance Painter shader in Cycles? It's this (you can...
  42. Mipmapping/tiling/out-of-core for textures, plz....

    Mipmapping/tiling/out-of-core for textures, plz. I want using float texture in Cycles to be practical. :(
  43. Thread: Dragon WIP

    by J_the_Ninja
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    Ok, rig is mostly done now so hopefully the body...

    Ok, rig is mostly done now so hopefully the body design makes more sense now:

    353600353601

    To explain a bit further, this was never meant to be a creature that was terribly graceful on the...
  44. Thread: Dragon WIP

    by J_the_Ninja
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    I guess I should clarify what I meant by that...

    I guess I should clarify what I meant by that pose being temporary. It was designed just to make it easy to place the rig. When standing normally he'd be more vertical with his chest over his legs,...
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    Just tested this, it seems when a scene is called...

    Just tested this, it seems when a scene is called to render via a renderlayer node, it takes at least some settings from the scene that called it, rather than its own settings. This is a really weird...
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    It's been noted:...

    It's been noted: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Optimization/Notes#Antialiasing

    (see the last bullet in that section)

    Cycles has a rather weird pixel filter,...
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    You can definitely have different resolutions for...

    You can definitely have different resolutions for different scenes. The only settings/data that are shared between scenes are those in a datablock that is being shared. Since the render settings are...
  48. Thread: Dragon WIP

    by J_the_Ninja
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    Environment construction underway:...

    Environment construction underway: http://i.imgur.com/fq5eX4i.png

    Gonna see if I can nail down the abandoned/burned out building look.


    (note: dragon is in a useless temp pose atm)
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    When you want to link stuff, usually what you do...

    When you want to link stuff, usually what you do is put everything in a group with some object (almost always an armature) that will act as the "control rig", then link the group and hit "make proxy"...
  50. Thread: Dragon WIP

    by J_the_Ninja
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    Think I got a scale design I like:...

    Think I got a scale design I like: http://i.imgur.com/BjobvmR.jpg

    And since you're all probably really sick of looking at Zbrush shots on BLENDERartists, how about a Cycles render of the...
  51. 1) "Smoke+fire" does indeed emit together, you...

    1) "Smoke+fire" does indeed emit together, you want the "fire" option. How much smoke decaying fire produces is controlled by the "smoke" value on the domain (under "smoke flames"). Crank that up...
  52. Thread: Dragon WIP

    by J_the_Ninja
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    Ok, in between moments of Christmas, I re-worked...

    Ok, in between moments of Christmas, I re-worked the base mesh a good bit, then decided to just start the detail sculpt over from scratch. So here we are: legs more defined, knee is in the position...
  53. In the materials tab next to the mat selection...

    In the materials tab next to the mat selection menu is an oft-overlooked menu that sets whether mats are taken from the shape data or the object. The default is "data", but if you change it to...
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    What aspect ratio issues are you having with...

    What aspect ratio issues are you having with Handbrake? I've never had any issues with it, it's pretty much the exact tool for what you want to do.
  55. Thread: Dragon WIP

    by J_the_Ninja
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    Tbh, it didn't ever occur to me that wing might...

    Tbh, it didn't ever occur to me that wing might be tricky to fold. To give a little backstory on this, about a month or two ago I doodled some ideas for a realistic depiction of the pokemon...
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    I'd love to see the wireframe. I tried doing an...

    I'd love to see the wireframe. I tried doing an M6 a few months ago and just couldn't get all the shapes right. The biggest problem I had was that weird door sweep. I could never figure out an edge...
  57. [SOLVED] Is your domain large enough to cover the entire...

    Is your domain large enough to cover the entire trail? If not, make sure it is. And enable "adaptive domain" so the sim times don't kill you. Make sure dissipation is turned off to start with, you...
  58. Thread: Snow

    by J_the_Ninja
    Replies
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    Under the rotation rollout in the particle tab,...

    Under the rotation rollout in the particle tab, make sure the whole rotation rollout is enabled (ofc), then set random under "initial orientation" to 1. Looks like you got this already, but just...
  59. Thread: Dragon WIP

    by J_the_Ninja
    Replies
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    886

    http://i.imgur.com/AjFivnL.jpg...

    http://i.imgur.com/AjFivnL.jpg
    http://i.imgur.com/ERwF16g.jpg

    A few zbrush shots while I detail and attempt to figure out how to do scales. Spikes/muscles are working well, scales...I'm less...
  60. I'd second everything TidyPachyderm said. The...

    I'd second everything TidyPachyderm said. The body is also overly long, that's your call if you want to do it that way, but even the face looks stretched out. Like the model is scaled vertically....
  61. Thread: Dragon WIP

    by J_the_Ninja
    Replies
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    886

    Dragon WIP

    Update:

    353638

    http://i.imgur.com/fq5eX4i.png

    _______________________________

    Been working on a dragon concept, finished laying down a general base mesh over the dynamesh sculpt. Looking...
  62. Replies
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    Doesn't the color management function get applied...

    Doesn't the color management function get applied at the end of the image pipe for both viewport rendering, normal F12 renders, and the compositor (whether it had render layer nodes or just images)?...
  63. Replies
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    Remember, bump maps do not affect the silhouette,...

    Remember, bump maps do not affect the silhouette, so to speak. They merely alter shading to mimic surface detail. There really isn't any more it can do than what you see here. You need to use real...
  64. Is the object visible in the viewport? If yes,...

    Is the object visible in the viewport? If yes, did you make sure it is renderable? (camera icon in outline). If not, did you append the actual object, or did you append the mesh data? (that's not a...
  65. Here's a challenge for you. Grab a digital camera...

    Here's a challenge for you. Grab a digital camera (your phone, DSLR, whatever) and go into a dark room that's lit only by a lamp. Take a picture of this lamp, and try to correctly expose the lamp...
  66. annnnnddd purchased the indie pack. That was way...

    annnnnddd purchased the indie pack. That was way too good of a deal to pass up.
  67. [SOLVED] Enable Cycles' environment pass, it contains the...

    Enable Cycles' environment pass, it contains the missing directly-viewed backdrop when you have transparent film enabled.
  68. Replies
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    Here's some numbers to help your decision: ...

    Here's some numbers to help your decision:

    http://www.anandtech.com/show/6372/memory-performance-16gb-ddr31333-to-ddr32400-on-ivy-bridge-igp-with-gskill/12


    In general, and especially for CG...
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    [SOLVED] If you don't want to see the sphere in any...

    If you don't want to see the sphere in any reflections, why not just disable glossy ray visibility? What are you trying to do with that "is reflection ray" switch to no shader? (no shader is solid...
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    I was psyched for Mari until I saw the patch and...

    I was psyched for Mari until I saw the patch and object limits. The object limit might even be worse when dealing with things like vehicles, robots, armor, etc. 2x 4k tiles is a good bit of space,...
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    Actually, there is something. The image you made...

    Actually, there is something. The image you made transparent. ;)

    Blender by default expects alpha to be premultiplied, in which case fully transparent areas are always black. As it happens, you...
  72. If you are using BI: enable rendering of the...

    If you are using BI: enable rendering of the plane, enable transparency in the plane material, set type to "mask" and alpha to 0.

    If you are using Cycles: make a copy of the plane (we'll need to...
  73. Short answer: enable alpha channel and re-render....

    Short answer: enable alpha channel and re-render.

    Long anwser: The reason it works in the tutorial (I'm assuming, haven't watched it) is because that one is rendered with an alpha channel. Alpha...
  74. Replies
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    This thread is what you are looking for (or as...

    This thread is what you are looking for (or as close to it as we can get atm): http://blenderartists.org/forum/showthread.php?334616-Dirt-and-decay-with-Osl-shading

    Without OSL it's harder as SVM...
  75. It's the emission shader. If you don't want the...

    It's the emission shader. If you don't want the object to emit light, disable the relevant ray visibility switches. For example, uncheck diffuse if you don't want it to cast light/GI on things....
  76. Replies
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    Use plenty of references and make it out of a lot...

    Use plenty of references and make it out of a lot of separate pieces.

    If you want more specific advice, you're going to need to ask a more specific question.
  77. Have you tried using dupliverts for the chain...

    Have you tried using dupliverts for the chain mail? Might require an overly heavy ref mesh (remember, that mesh doesn't render though), but you shouldn't have any issues getting the...
  78. Replies
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    Lamppost, more texturing/comp practice ...

    Lamppost, more texturing/comp practice

    http://i.imgur.com/WI9uTTP.jpg
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    In edit mode, hit select > select faces by sides,...

    In edit mode, hit select > select faces by sides, then change the settings to "greater than 4" and disable "extend". The only selected faces as this point should be the ngons.
  80. She's literally wearing chain mail lingerie. Is...

    She's literally wearing chain mail lingerie. Is this supposed to be some sort of parody? Even by "chainmail bikini" standards that thing is impractical. If you want your project to be taken seriously...
  81. You can have hair children be a mesh too. As for...

    You can have hair children be a mesh too. As for the vertex count, not sure I follow? The meshes are instanced, the total vertex count of the whole field is pretty much meaningless.
  82. Use hair children. These are interpolated so you...

    Use hair children. These are interpolated so you can get a massive number of them with little performance hit. You can have separate child counts for the viewport and at render time in case viewport...
  83. Replies
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    There isn't a good way to do this, unfortunately....

    There isn't a good way to do this, unfortunately. And the way Blender handles the whole edit mode thing internally apparently makes it very complicated to change this. In the meantime, the best way...
  84. Replies
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    There's nothing necessarily wrong with any of...

    There's nothing necessarily wrong with any of them. Except the hemi light, that doesn't exist in Cycles and exports as the sun lamp. Some things to keep in mind with each lighting type:

    Point -...
  85. GLSL uses the texture assignments for the BI/game...

    GLSL uses the texture assignments for the BI/game material, multitexture uses face-assigned textures. So it's expected they won't match a lot of the time (GLSL also includes spec/alpha maps and such...
  86. Replies
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    What about with the help of this thing?...

    What about with the help of this thing? http://blenderartists.org/forum/showthread.php?348799-Baking-Cycles-Procedural-Normals-to-Texture

    Anyone tried it? (I will later tonight if no one's replied...
  87. [SOLVED] You want to remove all transparency from an image...

    You want to remove all transparency from an image entirely? Just stick the "set alpha" node on it and leave the alpha unconnected and set to 1.0.
  88. You can add a driver to the mix factor (right...

    You can add a driver to the mix factor (right click it and hit "add driver"). Then use this driver to connect it to something or other on the control rig, like a custom property or the location of a...
  89. Replies
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    Absolutely worth it. The sculpting, decimation,...

    Absolutely worth it. The sculpting, decimation, and retopo tools are far beyond what Blender has. Blender has a few nice things (I prefer the way dyntopo works compared to Zbrush's dynamesh, for...
  90. Replies
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    The deal with python is that it doesn't actually...

    The deal with python is that it doesn't actually implement it in Cycles, it just creates a UI. That was the point I was trying to make in the other thread. The nice part about OSL is that...
  91. Replies
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    If you check the pynodes example file, there's an...

    If you check the pynodes example file, there's an example of how to create new node categories and add your nodes to them. If you create a new category for it, that will add it to the add-node menu...
  92. Replies
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    Looks good! This is pretty much identical to...

    Looks good! This is pretty much identical to Maya's "condition" node, so anyone wants more ideas on uses, Google that for some more info. And const, sorry if I came across as too discouraging in the...
  93. Replies
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    The point is you can't evaluate a Cycles node in...

    The point is you can't evaluate a Cycles node in Blender. If you want the operator to be able to evaluate things like textures, it has to happen during the shader call because the source data doesn't...
  94. Replies
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    Text node is a lot simpler, because it's just UI....

    Text node is a lot simpler, because it's just UI. While you can add a boolean node to Blender, it's not going to be useful unless there's also a boolean shader in Cycles for it to correspond to. (or...
  95. Replies
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    Personally, I prefer the small size to med/large,...

    Personally, I prefer the small size to med/large, because on the small I can cover the entire screen just by pivoting my wrist. On the bigger ones I have to pick up my hand all the time which drives...
  96. [SOLVED] No, Cycles nodes represent things that Cycles...

    No, Cycles nodes represent things that Cycles itself runs during render time, there's no way to calculate them in Blender directly. You can bake them to an image texture and use that, however. Add an...
  97. [SOLVED] Working fine here: 344757 If you are...

    Working fine here:

    344757

    If you are referring to Cycles nodes, no you cannot use those. They are part of Cycles and Blender itself cannot calculate them.
  98. Replies
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    There is another way with OpenCL, you can target...

    There is another way with OpenCL, you can target both the GPU and the CPU devices. The CPU in this case acts as though it was a second graphics card, and just renders another tile while the GPU works...
  99. Maya-style per-property layer overrides would be...

    Maya-style per-property layer overrides would be great for this. In the meantime, you can put the object on its own layer and uncheck it from the render layer using the descriptively-named "Layer"...
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    Output an alpha channel so you don't have to try...

    Output an alpha channel so you don't have to try and re-create it with keying tools (which will never be as good): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Image_Transparency
    ...
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