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    Make sure your number of smoke bounces isn't...

    Make sure your number of smoke bounces isn't higher than 1 or 2. You may even be able to get an acceptable result with 0. Any higher and you'll be waiting hours or days for your render to clear up.
  2. You either have a scene scale that is breaking...

    You either have a scene scale that is breaking floating point precision, or you're in orthographic view.
  3. You can't. If you want grayscale you'll have to...

    You can't. If you want grayscale you'll have to f12 render and desaturate in the compositor.
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    Went ahead and changed the title, considering the...

    Went ahead and changed the title, considering the original is blatantly against forum rules, but the content of the article is not. Avoid the flame bait-y titles in the future, you've been here long...
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    If you want a (imo) decent overview of shader...

    If you want a (imo) decent overview of shader creation I did a tutorial for CGCookie last year regarding my Ubershader. The shader would be great to examine to see what nodes do what in a complicated...
  6. The new version of the Intel compiler does some...

    The new version of the Intel compiler does some hefty legwork making things run faster on the Phi, but unfortunately I have no Phi to test on. I can whip up an ICC built version of Blender if someone...
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    Poll: Yeah... I'm going to go ahead and shut this down....

    Yeah... I'm going to go ahead and shut this down. If another mod wants to jump in and reopen that's up to them, but there are already dozens of other threads on this exact same topic. No need for...
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    Practice practice practice. Look at things around...

    Practice practice practice. Look at things around and recreate their material on a sphere or Suzanne head.

    Also keep in mind cycles is among the simplest and most straightforward renderers out...
  9. You'll have to animate the mapping values to make...

    You'll have to animate the mapping values to make the noise move on each frame
  10. What do you mean "combine"? To mix materials you...

    What do you mean "combine"? To mix materials you use a mix shader node.
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    I'm pretty sure you can safely ignore that, and...

    I'm pretty sure you can safely ignore that, and I'm 100% sure that you should kick Norton AV to the curb since it's a system-hogging, overpriced mess.
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    Looks like you're rendering with Cycles? In which...

    Looks like you're rendering with Cycles? In which case, there is no "shadow catcher" material. You'll need to do some compositing to get that effect. Google "blender cycles shadow catcher compositor".
  13. Just mix two materials together with a B&W image...

    Just mix two materials together with a B&W image in a single material slot if you're that intent on not having multiple material datablocks on an object.

    BTW, that plus sign at the bottom does the...
  14. Seems like a tool with pretty limited utility. I...

    Seems like a tool with pretty limited utility. I can't think of many things that would annoy me more than another artist poking around in my scene at the same time as me, but maybe that's a personal...
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    Pick up Thea, Luxrender, Maxwell, or something...

    Pick up Thea, Luxrender, Maxwell, or something like that. You NEED bidirectional path tracing to do caustics, and you NEED support for a spectral color space to do anything fancier than simple...
  16. This isn't an effect you'd usually do "in...

    This isn't an effect you'd usually do "in render". Look into compositing before you pull your hair out trying to get that style just from your shaders.
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    No. Renders must be square/rectangle.

    No. Renders must be square/rectangle.
  18. Using a procedural texture kiiind of works, there...

    Using a procedural texture kiiind of works, there will still be non-watertight dicing in certain cases. Image textures don't work at all. If all you're going for is bump, use the per-material normal...
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    Greg Zaal just started a contract to fix/update...

    Greg Zaal just started a contract to fix/update the new manual. Should get some hefty improvements over the next couple of months.
  20. You're basically saying "how can I smooth my...

    You're basically saying "how can I smooth my model without smoothing it?". Well... you can't. In general the way to do this is to highly subdivide your mesh and then decimate (using something like...
  21. Don't use the displacement socket on Cycles...

    Don't use the displacement socket on Cycles materials. It's an broken/unfinished feature that will not be fixed until OpenSubdiv 3.0 is released. Currently the Displace modifier is the only reliable...
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    Indeed, don't use the Displacement socket at all....

    Indeed, don't use the Displacement socket at all. I wish they would just remove it until it's finished...

    Render time displacements will not be finished until OpenSubdiv 3.0 is released.
  23. Anything you make is yours to do with as you...

    Anything you make is yours to do with as you please. The caveat is that if you use the Player to deploy a game there is some gray area involved with whether or not you need to make the actual game...
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    It's literally just a Suzanne on a ground plane....

    It's literally just a Suzanne on a ground plane. I can upload tomorrow if youd like though.
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    This is the error with the git clone: 348359 ...

    This is the error with the git clone:
    348359

    Rendering the .appleseed file works with the appleseed client itself, but any attempts to render within Blender just seem to export the scene and then...
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    I cloned from the git repo. Oddly enough, if I...

    I cloned from the git repo. Oddly enough, if I grab it from here https://github.com/appleseedhq/blenderseed/releases it works. Naming error somewhere, perhaps?

    EDIT: Not sure if this is a new...
  27. What you're looking for is the Shrinkwrap...

    What you're looking for is the Shrinkwrap modifier set to Project. It can be placed after the Multires modifier and then applied, and then you can hit Apply Base in the Multires to refit your base...
  28. That's up to you. I personally use Facing for...

    That's up to you. I personally use Facing for almost all cases, although Fresnel is technically more accurate. I just prefer the results with Facing.
  29. Replies
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    Yes, you just pick the card you want to render...

    Yes, you just pick the card you want to render with in the preferences.
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    Can't install blenderseed with current master...

    Can't install blenderseed with current master builds, just a heads up.
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    No, 3DCoat is very fair with their terms of use....

    No, 3DCoat is very fair with their terms of use. Their only weird caveat is their request not to use their software to make any "mature" content, but that's more of a simple request from their...
  32. We really need a sticky for common questions like...

    We really need a sticky for common questions like this.

    My advice: Don't use glass at all for thin panels. There's no point since the refraction of light is nearly zero. Transparent + Glossy w/...
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    All three of those are still in development. I...

    All three of those are still in development. I believe it's the hair_system branch where collisions are working, but I don't recall as I'm not at my main computer. I build myself though, and I...
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    It's one of the buttons to the right of the...

    It's one of the buttons to the right of the dropdown where you choose what type of snapping to use.
  35. Then... use Lightwave? A lack of understanding of...

    Then... use Lightwave? A lack of understanding of the "why" on your part doesn't make one tool better than the other. Lightwave's renderer uses faked GI and faked caustics. They are, by definition,...
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    Glad he finally agreed with me that this is the...

    Glad he finally agreed with me that this is the way to go :D

    And to jpb06, come off of it. This isn't a new project taking away development time from Cycles. Psy-Fi is familiar with realtime work...
  37. Thanks for the kind words! I haven't forgotten...

    Thanks for the kind words! I haven't forgotten about this, I promise! Trying to get a shapekey only version out the door just so everyone can have something to work with since it's already mostly...
  38. Replies
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    I just use simple surface snapping with the...

    I just use simple surface snapping with the Multiple Elements option turned on. F2, Contours/polystrips, and grid fill automate a nice chunk of the process.
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    Have you actually built and used the hair branch?...

    Have you actually built and used the hair branch? It works fine.
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    Topogun is great, but honestly since Blender got...

    Topogun is great, but honestly since Blender got the F2 addon and with Contours, I haven't once felt the need to retopo anywhere else. I would argue that (aside from missing auto retopo) Blender...
  41. It's a path tracing thing. You need...

    It's a path tracing thing. You need bi-directional path tracing with MLT to get accurate caustics. Not at all a Blender thing, it's just how light paths are calculated. Super bright paths have a much...
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    Not only that, but ancient, no-longer-relevant...

    Not only that, but ancient, no-longer-relevant tutorials for 2.4x.
  43. Replies
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    Rendering (usually) has nothing to do with your...

    Rendering (usually) has nothing to do with your GPU. The vast majority of offline rendering happens on the CPU.

    OpenGL is only used for window and viewport drawing. Your GPU doesn't have full...
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    They don't rebrand others because they don't have...

    They don't rebrand others because they don't have access to their source code.
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    Two 760s are faster, but don't put them in SLI...

    Two 760s are faster, but don't put them in SLI mode. SLI kills compute performance.
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    [SOLVED] If you want to use it in a game, you're pretty...

    If you want to use it in a game, you're pretty much constrained to rendering to a texture and using it on billboarded/finned planes. Very few game engines handle particle grass, and most don't use it...
  47. Stars have been gone for a while now. It was a...

    Stars have been gone for a while now. It was a pretty awful, broken feature anyway. Time to learn the right way rather than relying on a crutch!
  48. Replies
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    Well, cars and other hard surface objects usually...

    Well, cars and other hard surface objects usually need some pretty specialized topology to catch details, so I'm not sure how well wrapping would do.
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    If I end up tackling this it will be just a...

    If I end up tackling this it will be just a simple object exporter/bridge most likely. Not sure how you would do things like choose corresponding surface points within Blender itself without some...
  50. Cycles has the most realistic caustics there are,...

    Cycles has the most realistic caustics there are, they just take a long time to clear up... it's LW that has the fake, photon mapped caustic approximations.
  51. Replies
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    No they don't... You can use the images in your...

    No they don't... You can use the images in your projects, but you can't redistribute packs of them or alter the images to try to pass them off as your own to sell in a pack. Pretty standard texture...
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    After doing some research I've found that there's...

    After doing some research I've found that there's some nice and simple yet powerful flexibility in the api. I might take a stab at a basic integration with blender when I've got some free time!
  53. Because anything with high quality parts and...

    Because anything with high quality parts and tight tolerances and no real massive production scale is going to be expensive?
  54. That's not really "Kaleidoscopic" though. A real...

    That's not really "Kaleidoscopic" though. A real Kaleidoscope effect relies on an outside light source and heavy refrected and reflected lighting. That's just mirrored colors.
  55. Technically you could, but you'd be waiting years...

    Technically you could, but you'd be waiting years for your renders since a lot of the effects of a Kaeidoscope comes from caustic effects.
  56. Replies
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    All coders don't work on all projects. Antony...

    All coders don't work on all projects. Antony doesn't work on Cycles, so it's not like Cycles development is missing out on dev time here.
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    Ivan, The new speed is great! But I definitely...

    Ivan,

    The new speed is great! But I definitely miss the ease of not having to touch code to do basic operations. Are there plans to improve the GUI for people who don't want to deal with scripting?
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    Use a falloff node to alter the distance light...

    Use a falloff node to alter the distance light rays can travel from a light source.
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    If you don't want your thread moved to the...

    If you don't want your thread moved to the support section, perhaps don't frame it as a support question?

    Note, I didn't move this thread, but as it exists, this is definitely where it belongs.
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    Looks great, Ivan! Can't wait to give it a try.

    Looks great, Ivan! Can't wait to give it a try.
  61. Replies
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    You can set the size of a point lamp, which will...

    You can set the size of a point lamp, which will give you a spherical lamp. Or you can use an actual sphere with emission and turn off its camera ray visibility.
  62. Replies
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    GoB makes using ZBrush with Blender really...

    GoB makes using ZBrush with Blender really simple. It's probably my most used Blender add-on, actually. But for quick sculpting, or mesh reshaping, there's no need to hop back and forth. Blender's...
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    Most others have python (or some other scripting...

    Most others have python (or some other scripting langauge) but also have their own scripting language, and a C/C++ API in place as well for heavier lifting. Maxscript manages to be pretty speedy (but...
  64. Replies
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    Yes, they do. Almost universally. Blender is the...

    Yes, they do. Almost universally. Blender is the exception here.
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    Renders in a true 32-bit linear color space...

    Renders in a true 32-bit linear color space without tone mapping or correction are supposed to look like that.
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    Keyshot doesn't target even close to the same...

    Keyshot doesn't target even close to the same market as Arnold. Keyshot is mostly intended for product rendering. Until recently you couldn't even use real light sources (only HDR) and I'm still...
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    What's the bounce number in Keyshot? It almost...

    What's the bounce number in Keyshot? It almost looks like there's some AO on top of the GI. Then again... Keyshot has never really provided "accurate" results IMO.
  68. No, it was a very temporary ban on imports. In...

    No, it was a very temporary ban on imports. In stock items didn't even run out before the next shipment was allowed to come in again.
  69. There will never be a sales ban from a suit like...

    There will never be a sales ban from a suit like this. It's corporate posturing and nothing more, and the average user will never even be aware that this was a thing.
  70. I should have said "where possible, and where...

    I should have said "where possible, and where advantages are already proven". Systems like GATOR and the transfer tools in Maya have been fully featured and threaded for years now. It shouldn't come...
  71. That method doesn't work for any mesh with...

    That method doesn't work for any mesh with overhanging geo, as we don't have vector displacement baking in Blender yet. I bought the paper the other day, might take a stab at it when I'm done with my...
  72. He also claims that some Lagoa demo footage is...

    He also claims that some Lagoa demo footage is Molecular footage. Seems like just another person trying to pass off other peoples' works as his own.
  73. I have to ask... in 2014, why not just assume...

    I have to ask... in 2014, why not just assume that things should be multi-threaded where possible? I know it's more work, but I doubt there are many serious users who would need a feature like this...
  74. Either uncheck all ray types aside from shadow,...

    Either uncheck all ray types aside from shadow, or mix a Transparent node using Is Shadow Ray as the mix factor.
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    I'd wager that the vast majority of my...

    I'd wager that the vast majority of my however-many-thousand posts here have been in the Support forums. In fact, I'm pretty sure it was my help in the support forum that got me added to the Cycles...
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    It's my personal opinion. And it's not...

    It's my personal opinion. And it's not condescension, volunteering to help is great. But giving the wrong answer is just as harmful for someone trying to learn as not answering at all, if not even...
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    You already have blender.org and stack. And to be...

    You already have blender.org and stack. And to be honest, the advice over on stack is WAYYYY better, and the points system lets you know when you're getting an answer from somebody who knows what...
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    Rendering with both at once is a bigger problem...

    Rendering with both at once is a bigger problem than Blender's to tackle. The only existing hybrid approaches for anything resembling production rendering only use the GPU to calculate ray...
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    Well, even aside from some agreement, that would...

    Well, even aside from some agreement, that would mean the core coders putting additional work onto their already-overflowing plates in the form of code maintenance. I don't think anyone is keen on...
  80. If you want it, code it, or find someone who...

    If you want it, code it, or find someone who will. It wouldn't be terribly difficult, it's really just an adapted form of ray tracing + interpolation + storage. The fact is, no one working with...
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    Well... Cycles is an offline path tracer and OGRE...

    Well... Cycles is an offline path tracer and OGRE is a real time graphics engine. Not sure what you mean by "supporting" since they both do completely different things. You can bake lighting in...
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    Alternately... just grab the Gooseberry or...

    Alternately... just grab the Gooseberry or Hair-Immediate branches.
  83. Even when I ran Blender from an external HDD over...

    Even when I ran Blender from an external HDD over a slow-ish USB connection (I build to my SSD now), Blender's startup was so fast that I never even thought about it. Not sure a screen that would...
  84. What you're describing is like a temporal...

    What you're describing is like a temporal light/irradiance cache, and there are better render engines than Cycles for doing this. VRay makes it very easy, and Yafaray had some similarly handy tools...
  85. Thread: Sloping Walls

    by m9105826
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    http://en.wikipedia.org/wiki/Vanishing_point ...

    http://en.wikipedia.org/wiki/Vanishing_point

    Just one of the basic rules of shape and figure.
  86. The output from the normal pass is being...

    The output from the normal pass is being condensed into the sRGB color space it looks like. It should be viewed as a linear image. In all engines that I know of, the base value for normal map is 128,...
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    Michalis, there is a "fix" in Arnold that is...

    Michalis, there is a "fix" in Arnold that is known to cause artifacts.



    In the end, they just suggest subdividing your mesh.

    There's a whole section dedicated to dealing with it in this...
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    I agree, a good real-time/fast and modern biased...

    I agree, a good real-time/fast and modern biased engine would be great to have. Unfortunately, this is even harder to create than a pure path tracer, so it may be a while until we see it tackled.
    ...
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    Render time displacements and some things...

    Render time displacements and some things relating to motion blur are the only generally recognized production features that aren't in yet. Things like UDIM support and obviously some speedups in...
  90. I've been slammed with other work recently, but...

    I've been slammed with other work recently, but I've got a free couple of weeks now where I'm going to try to get this as polished as possible!

    The IK problem isn't so much about getting zones...
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    Again, there isn't a solution to this problem,...

    Again, there isn't a solution to this problem, because it's not strictly a problem. That's exactly how shadows on a low poly surface are intended to be cast. The problem isn't the low poly surface,...
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    I really don't get this back and forth. NO OTHER...

    I really don't get this back and forth. NO OTHER 3D software tries to hold your hand like this. Just leave it in the hands of the user and assume that we're smart enough to figure it out when colors...
  93. Replies
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    It's not different at all. The default lights in...

    It's not different at all. The default lights in ZBrush are the same concept as the solid OGL lights in Blender.

    341884
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    I definitely agree that the default GLSL lights...

    I definitely agree that the default GLSL lights should be used in the absence of lamps in the scene. It works great when painting in ZBrush.
  95. That's weird, I've never had a single issue since...

    That's weird, I've never had a single issue since switching to OQ.
  96. I agree ddr4 is overkill. However, with two high...

    I agree ddr4 is overkill. However, with two high end GPUs, you may want to consider getting a beefier power supply, or at least find one with a VERY reliable 12v rail. You could also probably score a...
  97. Upload a .blend, there are way too many possible...

    Upload a .blend, there are way too many possible reasons.
  98. Blender has occlusion query selection as an...

    Blender has occlusion query selection as an option now that is (in most cases) faster.
  99. Replies
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    It's not a bug, it's a part of path tracing. Any...

    It's not a bug, it's a part of path tracing. Any corrections to it (as with Thea) are non physically accurate and therefore add bias and possible artifacting to renders. You can't trace rays around a...
  100. As far as I know, there's nothing out there that...

    As far as I know, there's nothing out there that is open source with high quality PBR rendering, and definitely nothing with direct Blender integration. Your best low-cost option is going to be UE4,...
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