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  1. Moved to Off-Topic because... well... this has...

    Moved to Off-Topic because... well... this has nothing to do with Blender at all.
  2. Wasn't aware of that. I haven't used caching...

    Wasn't aware of that. I haven't used caching since getting my SSD, just going by what Brecht told me back when he multithreaded it. Thanks for the heads up!
  3. Another pro-tip: BVH cache is functionally...

    Another pro-tip: BVH cache is functionally useless since BVH building was multithreaded unless you're caching to a higher-end SSD.
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    This is not a Blender problem. If you want to...

    This is not a Blender problem. If you want to edit existing textures, it doesn't matter if you're using Mari, Photoshop, 3DCoat, Mudbox, or any other painting app; you have to reload those textures...
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    Not following... what exactly does texture...

    Not following... what exactly does texture painting have to do with the render engine you choose to use? Just paint your textures and then apply them to the materials in your renderer of choice like...
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    That video is a perfect example of where a...

    That video is a perfect example of where a universal PBR shader could pull its weight for viewport shading. I'm not talking just about painting here, I'm talking about completely decoupling the...
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    I personally think it should be like every other...

    I personally think it should be like every other package where viewport material is more or less decoupled from render material. Give us a PBR shader in the viewport with a few simple controls, and...
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    If only it were as easy as an "add bias" option....

    If only it were as easy as an "add bias" option. Being biased and using the same physically plausible material system is arguably even harder than creating what Cycles is today.
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    424 MB source holy crap!!! This is going to be...

    424 MB source holy crap!!! This is going to be interesting to look through.
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    Sockets are such an inelegant solution for things...

    Sockets are such an inelegant solution for things like plugin I/O and renderer integration though. If the Octane solution is the best that we can do, there's a problem.
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    If you want to use Cycles at all with the GPU...

    If you want to use Cycles at all with the GPU don't even bother looking at AMD/ATI. Their drivers/compiler is a mess.
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    If I recall correctly, accessing shared memory...

    If I recall correctly, accessing shared memory like that with a commercial software still is a violation of the GPL.
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    CUDA is still substantially faster than the three...

    CUDA is still substantially faster than the three combined, at least in my own personal tests. And that's not just a Cycles thing either. When you start combining CPU and GPU like that, you run into...
  14. I've been asking for a boolean 'if' node along...

    I've been asking for a boolean 'if' node along with a checkbox UI element for custom nodes for a while now. Part of the holdup is that it would require some GUI changes, which, as always, is a big...
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    I definite think autogenerating a subfolder and...

    I definite think autogenerating a subfolder and putting textures there is the best workflow. This is how Mari, nDo, dDo, and Mudbox handle first texture save. Makes sense to use it here, too.
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    Viewport FINALLY taken on as an official target!...

    Viewport FINALLY taken on as an official target! Woooo!
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    One must concede, though, that there is a certain...

    One must concede, though, that there is a certain number of people who won't use Blender until it has certain capabilities usually provided by large-scale plugins, and there are certain large-scale...
  18. That's a pretty difficult thing to accomplish. I...

    That's a pretty difficult thing to accomplish. I remember it being one of the biggest debugging headaches for a friend who was working on the Uncharted 2 train level. Maintaining momentum like that...
  19. Sergey seems familiar enough with Cycles to carry...

    Sergey seems familiar enough with Cycles to carry on adding the additional features when he's no longer busy with OpenSubdiv integration. And Thomas is quickly making his way towards "awesome render...
  20. If you want to rig and animate, Beziers are...

    If you want to rig and animate, Beziers are basically out of the question.
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    MakeHuman? Human zBuilder for Max? Species for...

    MakeHuman? Human zBuilder for Max? Species for SoftImage? Those are the only three similar things I can think of off the top of my head. MakeHuman is definitely the most accessible, and provides...
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    Sculpt first, then pose.

    Sculpt first, then pose.
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    That's one of the visual c++ runtime packages....

    That's one of the visual c++ runtime packages. You can download them from Microsoft's website.
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    "This is unique functionality that I can't really...

    "This is unique functionality that I can't really find elsewhere."

    Uhh... what? Every other 3D package I know of has either Python or another scripting language, often with much more...
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    Definitely the coolest thing I've seen in a while.

    Definitely the coolest thing I've seen in a while.
  26. You're either in orthographic view, or your scene...

    You're either in orthographic view, or your scene is huge enough that you're getting floating point errors.
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    Look to be just an Ambient Occlusion render....

    Look to be just an Ambient Occlusion render. Check the world settings, or if you're using Cycles you can use the Ambient Occlusion material.
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    Bugs don't go on the forums, they go in the bug...

    Bugs don't go on the forums, they go in the bug tracker. If you think you have a bug, report it.
  29. If you're developing this as a toolkit to...

    If you're developing this as a toolkit to eventually replace the GUI code in Blender (PLEASE, YES, DO IT!) then I'd say push forward. This is one of the biggest headaches when coding for Blender.
    ...
  30. If you're not interested in paying potential...

    If you're not interested in paying potential devs, you probably shouldn't say "I probably should post this in Paid Work section."
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    On a related note, this has been a ridiculously...

    On a related note, this has been a ridiculously awesome little program for reprojections for me, to the point where I've just been reusing a single male and female topology repeatedly and letting...
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    Can't wait to try it! Shrinkwrap has been one of...

    Can't wait to try it! Shrinkwrap has been one of my biggest long-running headaches in Blender for years now.
  33. OSL doesn't work with the GPU at all. And it's...

    OSL doesn't work with the GPU at all. And it's unlikely to work on the GPU any time soon as it's maintained by Sony Pictures Imageworks and they have little to no interest in rendering on the GPU at...
  34. It's not quite the same. Blender doesn't do these...

    It's not quite the same. Blender doesn't do these maps internally, so if that method doesn't meet your needs, check out the xNormal plugin for Blender. It supports a lot more baking options at the...
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    Moved to Finished Projects. Personal portfolio...

    Moved to Finished Projects. Personal portfolio work doesn't belong in the Discussion forum.
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    That's the whole point though... it wasn't...

    That's the whole point though... it wasn't designed in CUDA. It was designed in (mostly) a subset of the languages that works across all three without much need for specialized code. So it works on...
  37. Check your world settings

    Check your world settings
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    I hope you'll consider revisiting the world...

    I hope you'll consider revisiting the world volume controls you've got up there. That's a really strange way to control the volumes within Arnold.
  39. Generating normals from a volume like that is...

    Generating normals from a volume like that is difficult, time consuming, and very niche in terms of what it's necessary for. I doubt you'll see a push for it from within the paid group of Blender...
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    Don't clamp your direct lighting, especially not...

    Don't clamp your direct lighting, especially not at 1. It will kill any kind of post work you might want to do, and as you've seen, the general range of your image. Try turning off direct clamping...
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    The SDK comes with kick as well, but as I...

    The SDK comes with kick as well, but as I understand it it comes without some of the advanced material definitions.
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    This issues has already been beaten to death in...

    This issues has already been beaten to death in this thread and others. Feel free to look through this thread and the many others on the same topic for some info on why this isn't a Blender problem....
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    Could have sworn it was just a plugin now. Thanks...

    Could have sworn it was just a plugin now. Thanks for the correction.
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    I'd say it's not worth the grief for a number of...

    I'd say it's not worth the grief for a number of other reasons. You have to install three different apps just to use a renderer, they aren't automatically set up out of the box, and feature support...
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    Cycles is written in a way that is entirely...

    Cycles is written in a way that is entirely compliant with OpenCL guidelines. This is why it works just fine in OpenCL mode on CPU and nVidia GPUs. Head over to OMPF forums to see the headaches...
  46. Just a heads up to people, only a few more hours...

    Just a heads up to people, only a few more hours to get the SIGGRAPH discounted price on the skin shaders! Get em' while they're hot!
  47. The second option creates lots of n-gons (faces...

    The second option creates lots of n-gons (faces with more than 4 sides) all around the face with the hole in it. You might be better off just creating a square hole there and relying on the subsurf...
  48. I have no advice other than, trying to make a...

    I have no advice other than, trying to make a right foot fit into a left shoe is only going to be painful on the foot, and ruin the shoe. I doubt you'll get much in the way of support here...
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    Any chance we could get an update to this that...

    Any chance we could get an update to this that works with pose bones?
  50. I'll go ahead and move this thread for you, and...

    I'll go ahead and move this thread for you, and you can put additional info in the main post.
  51. Not the interface, because making a custom...

    Not the interface, because making a custom interface with custom icons of different sizes and functions is like pulling teeth in Blender, but there's nothing in the functionality of the addon itself...
  52. Hey! The prices before I changed them were $19.99...

    Hey! The prices before I changed them were $19.99 for the individual shaders and $29.99 for the double pack. For the next few days they'll be 14.99 each and 19.99 for the pack. Cheers!
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    J is right, but for thin glass like that where...

    J is right, but for thin glass like that where refraction does basically nothing to the final result, I'd recommend not using a glass shader at all. Mix a transparent shader with a glossy shader and...
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    That's some exciting stuff in those slides!...

    That's some exciting stuff in those slides! Unified physics and OpenGL goodies should keep me happy for a couple of years ;)
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    yii7: There's a difference between attacking a...

    yii7: There's a difference between attacking a fellow forum member for their beliefs, and questioning the guiding principles of the man who is in charge of many of the long-term choices regarding...
  56. Well... you have a pentagon. You're going to have...

    Well... you have a pentagon. You're going to have to add a cut somewhere, you can't get an even number of sides out of an odd number of sides.
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    GAHGAHGAH HAIIIIIRS OVERHAUL! Okay, fangirl...

    GAHGAHGAH HAIIIIIRS OVERHAUL!

    Okay, fangirl moment out of the way.

    I agree with fahr, a system for adding manual changes to a baked point cache, for example, would go a long way towards...
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    Allowing discussion is one thing, and I believe...

    Allowing discussion is one thing, and I believe we allow plenty of back and forth when it's on topic and there are legitimate stances to take on both sides of an issue. It's another thing to allow...
  59. @Pitor: Huh, interesting solution. I'll see if I...

    @Pitor: Huh, interesting solution. I'll see if I can whip something up later today.

    I guess I'll also use this post to announce that, in honor of SIGGRAPH, meaning today until the 14th, the skin...
  60. Awesome results Michael! Great to hear that it's...

    Awesome results Michael! Great to hear that it's been such a time saver for you. It's an interesting approach to replace the normal map input with a straight normal input. I'd be interested in seeing...
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    Textures rely on UV unwrapping to determine where...

    Textures rely on UV unwrapping to determine where they show up on a model. And textures themselves aren't applied to obects, but are members of materials that are assigned to objects. Go to your...
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    This is fantastic! While I'd love to see deep...

    This is fantastic! While I'd love to see deep integration at some point (my personal tests writing directly to .ass hit the same speed bumps as you are) this is an amazing start! As a long-time...
  63. I do indeed use the facing value rather than the...

    I do indeed use the facing value rather than the pure Fresnel because it A.) gave a more visually pleasing result in my opinion and was easier to tweak and B.) seems to be the standard method of...
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    Let's not spread that around as disinformation....

    Let's not spread that around as disinformation. It's a limited toy renderer running on AMD FirePro by a person who just happens to work for Solid Angle. It's unrelated to Arnold core, nor are there...
  65. Wow that Delta Mushing post process for rigs....

    Wow that Delta Mushing post process for rigs. Soooo cool.
  66. Adaptive tessellation requires a tessellation...

    Adaptive tessellation requires a tessellation shader and displacement on top of that requires displacement to take place in the shader as well. Both of these things are contingent on the OpenGL...
  67. Currently watching 6.3 million polys play back at...

    Currently watching 6.3 million polys play back at 20FPS on a 780Ti. Smiling like an idiot because this is awesome. Also, no CUDA backend yet? Either way, the GLSL transform mode is running ~25%...
  68. Not sure why you'd use this when the (now free)...

    Not sure why you'd use this when the (now free) tools in nDo2 are available and much more robust.
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    Many other projects have found themselves...

    Many other projects have found themselves dropping OpenMP as well in favor of dedicated or alternative off-the-shelf solutions for a while now. I'll be interested to see how Blender handles this in...
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    This shader is obsolete, check two posts above...

    This shader is obsolete, check two posts above yours for a link to the new one, plus two additional improved ones.
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    Uh... no they didn't?

    Uh... no they didn't?
  72. It is absolutely transferable between...

    It is absolutely transferable between scenes/lighting setups. That's the whole point of it. It is heavily dependent on input textures, however. The demo head in the examples/demo scene is a high...
  73. Thread: Siggraph 2014

    by m9105826
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    The method in that paper is untested in...

    The method in that paper is untested in production and INCREDIBLY complicated as far as sampling algorithms go. It's unlikely we'll see it tackled in Blender any time soon, unless we manage to get a...
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    Well... there's not a lot of Cycles roadmap left...

    Well... there's not a lot of Cycles roadmap left to cover. Theres render time displacements (coming with OpenSubDiv) and... that's about it in terms of features. Brecht's original goals for Cycles...
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    Apply it in object mode, just set the preview...

    Apply it in object mode, just set the preview resolution to match your sculpt resolution.

    Also, this is in no way "Latest News". Do not post things in the News and Discussion forums just to get...
  76. You were not 'censored' and it is disingenuous to...

    You were not 'censored' and it is disingenuous to claim as much. You were asked to keep on topic (which you seem habitually unable to do), and to create a new thread if you wanted to debate the...
  77. You can use Alt+LMB if you turn on Emulate 3...

    You can use Alt+LMB if you turn on Emulate 3 Button Mouse in the Input settings. But, as a tip, get an actual mouse for your laptop. Using a trackpad will severely limit your growth as a 3D artist,...
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    Another option: Merge the bottom two verts of the...

    Another option: Merge the bottom two verts of the triangle.
  79. 324642 This is an example of the shader used...

    324642

    This is an example of the shader used on one of my models. Not a human, but it gave a good measure of render times and such. That's a cropped portion of an image that was ~3000x4000 with...
  80. you can also set the viewport to rotate around...

    you can also set the viewport to rotate around your cursor position in the User Prefs.
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    It seems to be Lukas Tonne's number one priority...

    It seems to be Lukas Tonne's number one priority at the moment, and he pushes through plenty of commits to his hair branch every day, so the wait shouldn't be too long.
  82. Thanks for the heads up! I'm in the middle of a...

    Thanks for the heads up! I'm in the middle of a computer rebuild at the moment, but as soon as it's done I'll look into getting some comparison videos together. I'll go ahead and fix the links on the...
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    Select > Similar > by number of connecting edges...

    Select > Similar > by number of connecting edges does a close enough selection for me, but I agree it should be an option.
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    Hair has no reliable collisions at the moment....

    Hair has no reliable collisions at the moment. It's been a problem since it was introduced and caused all kinds of headaches when making Sintel. Hair will, however, respond to force fields, which is...
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    Another method that might be a bit faster is to...

    Another method that might be a bit faster is to use the Poke tool and a vertex bevel after the unsubdivide.
  86. Not sure where you're coming from with this....

    Not sure where you're coming from with this. Outside of Mari, Blender's sitting pretty high on the totem pole of 3D texture painting solutions.
  87. It's included as a PDF in the downloaded .zip, or...

    It's included as a PDF in the downloaded .zip, or available on the individual documentation tabs on the Market website.
  88. Replies
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    nDo2 is still the number one normal...

    nDo2 is still the number one normal editor/generator in my book. Especially with the awesome normal sculpting tools in the new beta.
  89. You can get fine details (pyroclastic noise) with...

    You can get fine details (pyroclastic noise) with our solver, but you have to crank the resolution up incredibly high and then pray that you get the sim that you want. There should definitely be a...
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    Moved: this is a tech support question, not a...

    Moved: this is a tech support question, not a Blender or CG discussion.

    On the topic though, I wouldn't recommend a laptop for 3D in general, and I wouldn't recommend an Alienware period. They're...
  91. Not possible with Blender Internal. It has no...

    Not possible with Blender Internal. It has no real support for GI effects like that.
  92. I'm a bit confused. What does Mantaflow offer...

    I'm a bit confused. What does Mantaflow offer that the existing solvers don't?
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    Rather than relying on extra loop cuts to define...

    Rather than relying on extra loop cuts to define edges, this is a good case where edge creasing would be a better option to avoid that kind of pinching.
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    Selection sucks on nVidia cards, too with the...

    Selection sucks on nVidia cards, too with the legacy option (560Ti here). Not sure why it's even worth keeping around. Both could probably be replaced by a raycasting method in the future though.
  95. That was my whole goal with the second shader!...

    That was my whole goal with the second shader! I'm happy to hear that people are getting good results out of it.
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    Spectral renderers are more than just measuring...

    Spectral renderers are more than just measuring light by wavelength, they also allow for more accurate material definitions. But if all you're interested in is basic lighting, then Cycles is good...
  97. Scrap the whole thing, rewrite Blender in D ;)

    Scrap the whole thing, rewrite Blender in D ;)
  98. Replies
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    Switch to Blender Render.

    Switch to Blender Render.
  99. Replies
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    Cycles is neither spectral nor completely...

    Cycles is neither spectral nor completely physically accurate. You'd be better off with something like LuxRender, Thea, Maxwell, or Mitsuba.
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    Lazy mouse is also the L hotkey, unless I changed...

    Lazy mouse is also the L hotkey, unless I changed that myself
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