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  1. You can actually use UDIM maps with the...

    You can actually use UDIM maps with the displacement modifier. It just requires...wait for it...a separate displace modifier for each UDIM patch. Gross, I know, but it should get the job done so long...
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    FWIW, here's the alias statement I have in my...

    FWIW, here's the alias statement I have in my ~/.bash_profile file on the Mac i use:


    alias 'blender'='/Applications/Blender.app/Contents/MacOS/blender'
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    Ah, ok. You don't want "whole group", put you...

    Ah, ok. You don't want "whole group", put you probably do want to check the "pick random" box to randomize which feathers are used where. Dupligroups are just empties that instance the contents of a...
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    Can you render a dupligroup of fthr_body_main?...

    Can you render a dupligroup of fthr_body_main? (just hit shift+a > add group > fthr_body_main)

    Also, you probably want the "whole group" option checked in particle render settings, as I assume...
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    6,176

    That's mostly been my experience. Granted, the...

    That's mostly been my experience. Granted, the sample-all thing is really useful in some cases. It really depends on your light setup and how many primary samples you actually need. You can always...
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    6,176

    The Arnold standard shader? Not that I know of,...

    The Arnold standard shader? Not that I know of, it's a pretty ordinary physical uber shader. It doesn't have any cheats besides scale factors for direct/indirect contrib, which are all set to 1 by...
  7. Cycles can only use 5 float textures in GPU mode....

    Cycles can only use 5 float textures in GPU mode. And int16 textures get loaded as float. Sounds like that may be your issue? Does the problem still happen in CPU mode?
  8. We use it at work, I don't own a personal one....

    We use it at work, I don't own a personal one. Auto-bump works exactly the same for vector displacement as normal though. I just tested it to double-check.


    EDIT: seeing as it's lunchtime, I ran...
  9. In Arnold v.disp maps automatically compute a...

    In Arnold v.disp maps automatically compute a final normal from the map. It's really nice and saves the need to worry about "baking for render level" and separate normal maps and such. You just...
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    The main benefit you'll get out of school in this...

    The main benefit you'll get out of school in this industry is networking. The connections your teachers/profs have, fellow students who break into a studio and can give you an in, etc. Nobody really...
  11. Patch is officially up for review now, btw: ...

    Patch is officially up for review now, btw:

    https://developer.blender.org/D1734#a8afb1bb

    If I'm reading the code right though, there's no support for both/autobump with vector displacement. So...
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    Well, Cycles doesn't make flames, so that could...

    Well, Cycles doesn't make flames, so that could be problematic. ;) I'm guessing you meant the smoke sim though. You didn't mention what you've tried so far, so it's hard to give specific help....
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    Smoke isn't supported in GPU mode. In CPU mode,...

    Smoke isn't supported in GPU mode. In CPU mode, things render fine. (though you'll probably want to include the flame attribute too in the final shader)
  14. Can I ask why you're using wind and rigid bodies...

    Can I ask why you're using wind and rigid bodies for this? Seems some keyframes and drivers would be vastly simpler.
  15. -Use branched path tracing for volumetrics, it is...

    -Use branched path tracing for volumetrics, it is MUCH faster at clearing volume noise. (due to sampling all lights and the ability to trace several rays per sample for multiple scattering, if you...
  16. Yes plz. (although as I recall, the reason we...

    Yes plz.

    (although as I recall, the reason we don't have it yet is there's no support in SVM for any kind of texture that traces rays)
  17. Lukas also posted part one of making Cycles...

    Lukas also posted part one of making Cycles color-space agnostic, which is getting colored procedurals to evaluate in the given render space instead of sRGB: https://developer.blender.org/T46860
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    The OpenVDB integration is unfinished and isn't...

    The OpenVDB integration is unfinished and isn't included in release builds of Blender. You'll probably have to patch and compile Blender yourself to get it, unless you can find a build someone else...
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    This looks awesome, I adore the penguin...

    This looks awesome, I adore the penguin characters. Their goofy, smug-looking expressions make me smile every time I see them. The caminandes movies have been of my favorite BF projects, looking...
  20. Any tool that does vector motion blur can do...

    Any tool that does vector motion blur can do that, it's just a matter of isolating the punches in the vector pass. You might, for example, render just the gloves on an additional layer and using that...
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    Dynamic paint has a few different ways to handle...

    Dynamic paint has a few different ways to handle this. You can make an expanding ring of some sort, then use dynamic paint to mark where it passes across the puddle surface. Or just use it to...
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    Change it to Cycles (or whatever default renderer...

    Change it to Cycles (or whatever default renderer you like) and save your startup file. The scene you get on startup/new file is just a saved scene and you can change whatever you like about it.
  23. Ah. Makes sense.

    Ah. Makes sense.
  24. A bit off topic, but Ace, I'm always curious why...

    A bit off topic, but Ace, I'm always curious why you link to the mailing list post instead of the nicely formatted Phabricator page? Ex,...
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    It's an artifact of how bump mapping works....

    It's an artifact of how bump mapping works. Normal smoothing and bump/normal mapping work by using a "fake" surface for some shading calculations. However, if this fake surface becomes too different...
  26. Thread: Quixel 2.0

    by J_the_Ninja
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    Roughness input doesn't do anything when set to...

    Roughness input doesn't do anything when set to sharp.
  27. Thread: Quixel 2.0

    by J_the_Ninja
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    Just guessing from the map names, it's probably...

    Just guessing from the map names, it's probably something similar to this:

    412600

    EDIT: forgot spec color in that pic, it probably just goes on the glossy shader color input like you had it.
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    Do you have the smoke rendering properly in...

    Do you have the smoke rendering properly in Cycles already? If so, just adjust the colors on your absorption and scatter shaders until you get a result you like. If you used the smoke-color function...
  29. Are you using the normal map node in SD? That...

    Are you using the normal map node in SD? That should embed a height map in the alpha channel of the normal map. This actually makes Cycles really angry though. It tries to premultiply the normal map...
  30. Unity uses GGX as well, I believe. It should...

    Unity uses GGX as well, I believe. It should match. Some apps pre-square the roughness value though, Cycles does not, so you need to square it with a math node. Also watch out for gamma. Cheat sheet...
  31. No, it's not. The effect on render time is...

    No, it's not. The effect on render time is negligible. You refreshing a web page during the render is probably going to effect your render time more. Even the disk space effect is pretty small for...
  32. Considering that's a fairly ugly shading hack to...

    Considering that's a fairly ugly shading hack to begin with, I'm not sure it's that big of a deal to use a slightly non-zero roughness?
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    Smoke in AE is sprite particles, smoke in...

    Smoke in AE is sprite particles, smoke in Blender+Cycles is a raytraced volume. Sprites are always going to be way, way, way faster. But they also won't look as realistic.
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    Still a few greebles and such you'll want add in...

    Still a few greebles and such you'll want add in to the body panels, you don't want giant smooth surfaces on a model like this. SEe the pic here for example...
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    Have you worked with the smoke simulator before?...

    Have you worked with the smoke simulator before? If you haven't, the smoke drum tutorial is still a pretty good primer: http://blenderdiplom.com/en/tutorials/all-tutorials/327-smoke-drum.html
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    Make a domain big enough to fit where the smoke...

    Make a domain big enough to fit where the smoke comes from, and the chimney (however much of it you're going to see). Use a force field (the basic "force" type) to pull the smoke into the chimney....
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    [SOLVED] Ack, now I feel dumb and condescending. Sorry for...

    Ack, now I feel dumb and condescending. Sorry for assuming you were the standard BA user, I need to spend less time in the top two boards. :(

    And you caught me, I'm an Arnold user. I've played...
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    [SOLVED] You shouldn't need to use modelling toolkit...

    You shouldn't need to use modelling toolkit symmetry AND a copied instance. And btw, "special duplicate instance" is not some arcane command, it's Maya's version of Blender's alt+D (duplicate...
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    If your UV-pass can only contain values 0-255,...

    If your UV-pass can only contain values 0-255, there's no point in using textures larger than 256 because the extra pixels just pile on top of each other. There is not enough precision to put, say,...
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    Glare node in "fog glow" mode usually gives the...

    Glare node in "fog glow" mode usually gives the best results. If you need extra control of the intensity, set the mix factor on the glare node to 1, then add the output back to your original...
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    You mean the clear membrane on the outside?...

    You mean the clear membrane on the outside? Should just be a simple glass shader, probably with a procedural bump map so you don't need to model in all the little distortions in the surface.
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    Made a bunker based on a "napkin" sketch I made...

    Made a bunker based on a "napkin" sketch I made in a meeting last week. Wanted to experiment some more with making rocks and trying to use more modular pieces when modelling.

    408760
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    Who's going to design all those icons? Will they...

    Who's going to design all those icons?
    Will they stick around to design more icons for future features?
    What happens when someone codes a new tool, but no one is available to make an icon?...
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    I would second what someone else said about the...

    I would second what someone else said about the ball-fingers. I think they're a pretty distinctive feature of Mewtwo that would be good to carry over. Aravlis' pokemon concepts are amazing. I've been...
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    Some foggy renders to help you with the...

    Some foggy renders to help you with the fall/winter mood:

    406281
    406282
  46. Last I heard there were plans to change how...

    Last I heard there were plans to change how Cycles stores textures which would remove any kind of texture count limits (so you could fit as many as you had vram for). That's not in yet though, so no,...
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    It still can, include the smoke layer on your...

    It still can, include the smoke layer on your main render layer, but uncheck the poorly-named 'layer' flag. That will just disable primary visibility. It won't appear when viewed directly or affect...
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    Why not just render the smoke on its own layer?

    Why not just render the smoke on its own layer?
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    Not really. You could use the file output node to...

    Not really. You could use the file output node to remap your passes to a new multilayer EXR, but I'm not sure that's any easier than just shuffle-noding things the way you need them in Nuke.
  50. Thread: Ghostwood

    by J_the_Ninja
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    301

    Ghostwood

    A small personal project for autumn/Halloween. And to try and get more practice with rocks. Not 100% happy with how it turned out, so C&C is definetely welcome

    405651
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    I like it! The color and composition work very...

    I like it! The color and composition work very well. Something seems a bit "wire-like" about the grass though. Did you do hair strands, or did you scatter grass clump models? I find the...
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    It is not long at all for a realistic frame. You...

    It is not long at all for a realistic frame. You might need to adjust your expectations a bit, or look for other ways of cutting down the scene.
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    The OpenGL preview for fire uses a hardcoded...

    The OpenGL preview for fire uses a hardcoded color ramp, unfortunately. You'll need to do a full render, at least for the flame layer.
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    It's a replacement for the compositor, not the...

    It's a replacement for the compositor, not the shader node editor.

    EDIT: Oops, didn't read date close enough, replied to a post from a year ago. :(
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    It's been obvious for years. -Killing Shake...

    It's been obvious for years.

    -Killing Shake
    -Not updating the Mac Pro for ages
    -Releasing FCP X before it really should've been
    -Killing 17" MBP
    -Replacing the not-upgraded Mac Pro with that...
  56. IIRC, the reason there's no global/world output...

    IIRC, the reason there's no global/world output on texture coordinates is that it's identical to the geometry node > position output. All you should need for that vector is the world-space location...
  57. You'll get a small supersampling effect, which...

    You'll get a small supersampling effect, which can help smooth edges. Especially in bright areas if those are clamped down prior to scaling. Since it's only 33% larger you may get a tiny bit of extra...
  58. You've disabled camera visibility on the domain ...

    You've disabled camera visibility on the domain

    401895
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    Line particles don't support rendering in Cycles...

    Line particles don't support rendering in Cycles atm. You should be able to render the particles in BI though (use the ring as a mask layer) and just layer that over the ring frames from Cycles.
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    Yeah, they were intended as ice. I think that...

    Yeah, they were intended as ice. I think that shader as whole needs to go back to the drawing board too. Maybe roughglass (w/SSS) instead of a diffuse/glossy mix would work better.
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    399459 Freezer room. not entirely happy with...

    399459


    Freezer room. not entirely happy with lighting on thus, might poke at it some more. The light fixtures themselves look a little funny too.
  62. Replies
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    Unfortunately, that's not possible without making...

    Unfortunately, that's not possible without making special builds of Blender...
  63. Thread: PBR help!

    by J_the_Ninja
    Replies
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    378

    If you're talking about the PBR diffuse/spec...

    If you're talking about the PBR diffuse/spec maps, the spec map there is fairly different from a traditional spec map. Instead of the color of the highlight, it represents the refractive index at...
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    Textured a sword model from a failed project from...

    Textured a sword model from a failed project from awhile back. Also wanted to mess around with the carbon fiber tex from this month's Substance drop:

    398371


    @Ace: whoops, never noticed your...
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    Metroid Quarantine A

    I've been chipping away at this one for something like 2 months now. Following E3 I decided I want to try my hand at re-creating another one of Metroid Prime's environments. After some deciding, I...
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    That video looks like a few cylinders painted...

    That video looks like a few cylinders painted with emission/alpha maps to look like flames, then animated to stretch and bounce using a shape key or something. You could also sculpt out a flame and...
  67. Well, I feel silly now. :(

    Well, I feel silly now. :(
  68. A sort-of related weighting thing. Currently BPT...

    A sort-of related weighting thing. Currently BPT samples both BSDFs on mix shaders, while PT blindly picks a random one. Why not do a random pick that is weighted by the mix factor? I believe that's...
  69. For the most accurate glass, just use the glass...

    For the most accurate glass, just use the glass bsdf node, that's what it's for. The other setups you see are all hacks to render faster. You can add the volume absorption shader to the volume output...
  70. Replies
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    I can't recall ever seeing a comprehensive list....

    I can't recall ever seeing a comprehensive list. OpenEXR is premultiplied, as the format spec says it always should be. I THINK that PNG is straight? I guess the simplest solution is to just always...
  71. Replies
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    Not sure what you did, but the crop function is...

    Not sure what you did, but the crop function is still enabled in that file:

    396224
  72. Replies
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    Just make sure the "crop" option is unchecked (in...

    Just make sure the "crop" option is unchecked (in dimensions, next to the border render checkbox). Also make sure transparent film (cycles) and RGBA file output are enabled.
  73. Replies
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    You don't, the internal framebuffer is always...

    You don't, the internal framebuffer is always premultiplied. IIRC, it converts to straight alpha when saving certain formats that aren't supposed to have premul, like .png.
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    Short answer: Basically, no. Long answer: It's...

    Short answer: Basically, no.

    Long answer: It's supported in Cycles with the OSL backend using the OIIO .tx format, but OSL has an inherent speed penalty, plus it doesn't work with GPU. You also...
  75. What default centerpoint do you suggest it use...

    What default centerpoint do you suggest it use instead? (you can move it after the fact from the tool options)
  76. Replies
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    Don't model without reference images. You might...

    Don't model without reference images. You might not need a blueprint/character sheet all of the time, but at least have some photos of what you're trying to model, or some objects that have similar...
  77. No idea who made it. I can't find any evidence...

    No idea who made it. I can't find any evidence it's official though. I've found quite a few articles with official posters and this wasn't one of them.

    Also, licensing (or stealing) someone's...
  78. That's a fan-made poster, afaik.

    That's a fan-made poster, afaik.
  79. Ok! Finally got a chance to watch it. I thought...

    Ok! Finally got a chance to watch it. I thought the story was pretty good. I wasn't bothered too much by the lack of setup. Sure, we don't really know why Frank is suicidal, but honestly I think the...
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    What happens if you adjust the mix factor for the...

    What happens if you adjust the mix factor for the transparent shader?
  81. I was going to suggest this as well. Custom...

    I was going to suggest this as well. Custom passes would remove the need to directly add some of the more obscure ones, and give a lot of extra flexibility as well.

    In addition to some ones that...
  82. [SOLVED] Attach the texture to the "roughness" input on...

    Attach the texture to the "roughness" input on your glossy shader.
  83. Replies
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    A doodle from a few weekends back I forgot to...

    A doodle from a few weekends back I forgot to post. I'm always terrified of flooded doorways you have to dive underwater to get past..

    393560

    A tribute to the old "vortec space" wallpaper from...
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    Try OBS: https://obsproject.com/

    Try OBS: https://obsproject.com/
  85. Replies
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    More cave work and debris (crates!) ...

    More cave work and debris (crates!)

    http://i.imgur.com/xIFRRiL.png
    http://i.imgur.com/50SP5yM.png
    http://i.imgur.com/ydjH2Xc.png
    http://i.imgur.com/Wwu7W2i.png

    Mostly happy with the...
  86. View counter isn't live, it only updates at the...

    View counter isn't live, it only updates at the top of the hour.
  87. Change your framebuffer naming (in the render...

    Change your framebuffer naming (in the render settings common tab) from "automatic" to "custom" and change the custom string to this:


    <RenderLayer>.<RenderPass>

    That should make MR write the...
  88. Replies
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    The max bounces option for world is new in 2.76...

    The max bounces option for world is new in 2.76 dev builds. Also, if you have branched path enabled in render settings you'll have another option to select the number of light samples used.
  89. Splitting up by render layers works well if you...

    Splitting up by render layers works well if you can break the scene down into several parts that are complex, but don't effect each other. Like a foreground garden and a complicated temple behind it:...
  90. Works fine here, What version of Blender are you...

    Works fine here, What version of Blender are you using?
  91. ID mask won't help with what you're doing, it...

    ID mask won't help with what you're doing, it just lets you cut things out after they're rendered. If you set the donuts to a mask layer on img2, you will avoid the part you don't need, which is...
  92. If you optimize out the donuts, how do you plan...

    If you optimize out the donuts, how do you plan to have their reflection in the glass?

    What you can do is set the "mask layer" flag on the donuts (render layers panel), that will at least render...
  93. Replies
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    Took some time to untangle it from that...

    Took some time to untangle it from that ridiculously complex node group (always simplify your scene when troubleshooting!!!). The problem is coming when you add your environment pass back to the main...
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    Since the strength of the 3D dof isn't actually...

    Since the strength of the 3D dof isn't actually tied to anything, you could just massively overcrank it and get an unrealisticly shallow lens.
  95. Looking to trade OS X Zbrush license for a Windows one

    Switching over to a Windows machine as my main, and I need to get my Zbrush license converted. Pixologic doesn't do simple platform conversions (I asked), you need to find someone switching platforms...
  96. Replies
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    As I understand it, SVM lacks the functionality...

    As I understand it, SVM lacks the functionality find out what tiles/mipmaps it needs and doesn't store textures in a way that lets tiles be loaded individually. And this functionality would need to...
  97. Replies
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    6,708

    Ok, I guess I screwed up my previous tests with...

    Ok, I guess I screwed up my previous tests with OSL somehow. It does work. But...OSL...
  98. Replies
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    You get mipmapping yes, but I've never seen any...

    You get mipmapping yes, but I've never seen any changes in memory use last time I tested that. As far as I can tell, Cycles loads all tiles in the map at render startup and makes no attempt to flush...
  99. Replies
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    Elaborate?

    Elaborate?
  100. Try applying the mist effect after you put your...

    Try applying the mist effect after you put your backplate in, or multiply/mask the mist pass with your alpha channel. Either should work, I think.
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