Blender v2.70.5 c56bbcc
Arch Linux 64 bit
i7-4770k 3.9 Ghz
Type: Posts; User: Toucan
Blender v2.70.5 c56bbcc
Arch Linux 64 bit
i7-4770k 3.9 Ghz
Arch Linux 64 bit
GTX 580 3GB
Haven't had much time to blend lately, but here's a couple pictures: a drawing for my current project and a couple pictures of a WIP that will probably be left in its current, unfinished state....
Gorgeous work. You have great texturing talent. The upper face of the toy train looks especially nice.
Another Pokemon, Flareon. Also my first shot at sculpting (other than the ears). Cycles, 500 samples, path tracing integrator.
I figured out the problem. My multires modifier's render subdisivion level was different from my preview subdivision level, which messed things up.
I have three hair particle systems on a model. In the rendered viewport, they appear correct. When I go and render, however, the hairs become contorted and are shifted to different locations. Does...
Pokemon! Golbat-- Rendered with BI/Freestyle
Some recent-ish stuff:
Walk cycle-y thing for the elephant.
A little transformation clip inspired by Honda Hands
Elephant. I have some vague plans to animate it in the future.
I was playing with some greebles and decided to put them to use in a quick enigine room-ish/turbine-y scene.
I started modeling this, then realized that I didn't really know where I was going, so I used it for 2d practice. It might eventually get modeled.
Believe it or not, this fractal is actually two dimensional. Each of the smaller pyramids is half the size of the pyramids in the precedeing iteration,...
Haven't updated in a while. Got some stuff coming. In the mean time, a 2d face study with lots of problems. Drawing is so hard :)
Aha! I found the problem.
I failed to notice the warning in the info window asking me if I wanted to trust the driver. It seems that the new Python security features extend to driver expressions...
I am trying to animate a rope coiled around a cylinder. When the rope uncoils, a piece of rope will be extended downward.
I am doing this with drivers, using the bevel start and end factors (the...
Not sure if you're rendering off CPU or GPU, but if it is the former, this may prove useful for noise elimination.
That is quite a nice render.
A few things, mostly pretty minor:
- The black blanket at the foot of the bed seems to have an odd, slightly leather-like gloss to it. Making it a bit more matte...
There's a lot of places, such as the pavement, where the roughness textures feel too big to me. They don't seem like fine detail.
The night scene could be a little darker, but not that much. I...
I don't like the amount of bloom in the 1st image on #14, but I like the increased color saturation. The second one exhibits the right amount of bloom, in my opinion.
I prefer the monks walking...
I like the perspective a lot.
I would say that the biggest problem for me is that the textures on the doors look very texture-y, if you know what I mean. They seem a little flat to me and also...
Just rendered this. Critique thread here.
Nice work, hair especially looks awesome.
A couple suggestions:
- The left hand looks a bit stiff to me, which might be due in part to the amount that the bones are popping out on it.Try bending...
Finally got a new machine so that I could render this stand mixer that I modelled a couple months ago. It is not of any specific model, but combines features of many models and generations of mixers....
Thanks for the terminal tip– I hadn't run blender from there before and am pretty new to python. I was actually wondering what console it was referring to when it said to see the console, since there...
8/13/13 4:16:28 PM [0x0-0x341341].org.blenderfoundation.blender SyntaxError: invalid syntax
8/13/13 4:16:28 PM [0x0-0x341341].org.blenderfoundation.blender Traceback (most...
8/13/13 4:16:28 PM [0x0-0x341341].org.blenderfoundation.blender File "/Users/admin/Library/Application Support/Blender/2.68/scripts/addons/add_mesh_3d_function_surface.py", line 17...
System console output is below. Not really sure what to make of it. It looks to me like it's referencing the Z Function Surface addon, which seems weird to me, although I don't really know whether...
Thanks for the speedy response.
It is suggested that __name__ be used during module registration in the API documentation, although I did try to register with specific classes, which failed. The...
I wrote a script to graph polar coordinates equations. The test calls within the script work flawlessly, but the script will not register when I press the "Run Script" button.
The segment of code...
Tracker page: https://projects.blender.org/tracker/index.php?func=detail&aid=36334
Although there is an existing workflow that allows constraints to be mirrored by duplicating, mirroring, and...
I don't really see much wrong with your shader myself, although I can't claim to be a hair expert. I got pretty good results using Andrew's shader on strands growing off a sphere after ~120...
Materials are non-transferable between BI and Cycles. You could just make a quick new diffuse material, assign it, and plug your texture into the color input of the diffuse node. Looking at this in...
What you need to do is render a glossy direct pass and apply your effects to that as well as to the part of the image isolated by the mask. It can be enabled in the "Render Layers" panel under...
Try the cycles rendered view. At the top of the window, click the bar that says "Blender Render" and set it to "Cycles." Then set the view mode to "Rendered."
Starting up a sketchbook to celebrate the beginning of a summer of blender. Also the beginnings of a record of mistakes so that I don't repeat them.
Feedback/criticism extremely welcome!
Wow, feeling pretty silly. :o
Thanks a lot for that!
Thanks for responding.
I set it to that after trying each mode at a few different gamm/exposure settings. Every time I got a setting that made the ribbing visible, the rest of the image was...
I think you need to render out a shadow pass. That will give you the shadows separately.
If you haven't seen it, you might find this helpful: http://www.blenderguru.com/videos/how-to-render-hair-with-cycles/
Can you post a node setup for your hair material?
So, I've been messing with some materials on a model of mine and in the viewport things look pretty okay. When I go to render, however, there are large differences.
241488 Viewport, 70 samples...
You probably know this, but if you haven't read the Loops and Poles thread, then it might be helpful to do so as it is excellent advice not only for this, but for modeling in general.
I've been looking for a way to get the shadows of actors/physical set components into a CG environment, short of creating models of them and casting shadows from those.
Does anyone know a good way...
This is one thing that I would strongly recommend using the compositor for rather than trying to create a material to look like that.
So, I've been trying to get better at node-based materials and texturing lately, but there are a several nodes I simply don't understand completely.
They are the following:
That might be helpful.
Also, it looks to me as if the effect in your reference is largely dependent on the lighting, so...
Nice. I just finished watching that tutorial.
So, I'm making a short live action clip. I have composited the CG and live action elements, and rendered it all out as frames. There are about 1000 of them.
My issue is this: when I put my frames...
You could also maybe try a plane or something in the shape you want, rendering it out on a new render layer, and then blurring and adding it in the compositing engine.
The rocks' textures look very uniform to me right now right now, so they look sort of unrealistically similar in coloration and how that coloration is distributed. Very nice work on the whole however.
I think that you've done a pretty nice job overall.
My main criticism is that, to me, the strawberry looks very flat. If you try messing with the lighting to give it a little more shadow on one...
I'm all for doing it yourself as well. Also, in my experience, many modifiers tend to produce rather messy topology that can be frustrating to work with later, so doing it manually may actually speed...
What you are doing looks right to me– I just ran through your steps to be sure, and the only thing was that your hotkey to get to the UV image editor didn't work for me. However, I would put that...
For this sort of thing, I would suggest trying to use curves with a circular bevel object.