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  1. Replies
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    There isn't a standalone, per se. There's a...

    There isn't a standalone, per se. There's a command-line tool called Kick that will render files by itself, but it doesn't come with a standalone GUI. Just pick one of the exporter packages and...
  2. Assuming you are trying to convert between linear...

    Assuming you are trying to convert between linear and sRGB, the value you want is .454. I'm a little lost at what you are trying to do here. How did you get that "average color"? When something looks...
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    If your glass is single-sided, it will refract,...

    If your glass is single-sided, it will refract, causing what you see here. Either add a solidify modifier so it refracts correctly, or use some other shader, like a transparent/glossy mix.

    P.S....
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    Playing with smoke, sunbeams node, and some...

    Playing with smoke, sunbeams node, and some zbrush pratice

    323297
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    For the stone, there's a brush called "mallet...

    For the stone, there's a brush called "mallet fast" that is included with zbrush. It's not active by default, but you can find it in the lightbox under brushes > mallet. It's really useful for...
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    http://vimeo.com/101670787 Cool demo of the...

    http://vimeo.com/101670787

    Cool demo of the sunbeams node.
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    Oh wow. Awesome results. Was not expecting that!...

    Oh wow. Awesome results. Was not expecting that! :)
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    Wouldn't this be the same as just lowering the...

    Wouldn't this be the same as just lowering the volume depth in render settings? Or am I missing something?
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    The UV output on the texture coordinate node...

    The UV output on the texture coordinate node always uses the active map. Also, several Cycles textures, including the image texture, use the active UV map when nothing is connected to their vector...
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    It's not like there's a lot to doing it in the...

    It's not like there's a lot to doing it in the compositor, just throw this in:
    322243
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    There is! And it's even GPU accelerated, one of...

    There is! And it's even GPU accelerated, one of the few nodes that is! It's part of the directional blur node, adjust the "spin" and "zoom" values.
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    Glass produces a solid alpha channel, due to the...

    Glass produces a solid alpha channel, due to the refraction. If you want window reflections with a composited background scene through the window, use this shader:

    321772

    It works similarly to...
  13. It's listed here, under Shaders > SVM:...

    It's listed here, under Shaders > SVM: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Optimization

    I also asked DingTo about it in IRC a few weeks ago and he said something like...
  14. Arnold, Vray, and Mental Ray all do. It's known...

    Arnold, Vray, and Mental Ray all do. It's known as "mipmapping and caching" or other similar names. The texture is pre-converted to a special format with mip maps, pre-baked gamma correction, and...
  15. +1. Cycles is abysmal at handling heavy textures....

    +1. Cycles is abysmal at handling heavy textures. Part of the work is already built into OpenImageIO too. (.tx files and the like). Why Cycles has still has no mipmap/caching support is something of...
  16. See this .blend file for a basic filament-lamp...

    See this .blend file for a basic filament-lamp setup.

    The big "light emitter" mesh has all ray visibility except diffuse disabled. It will actually shine, but is invisible. The filament is the...
  17. Are you possibly set to a renderlayer or pass...

    Are you possibly set to a renderlayer or pass other than the combined pass on the current layer?
  18. The image is warped because the UV shells are...

    The image is warped because the UV shells are totally different shapes from the corresponding faces. Why is this?
  19. Replies
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    For Blender's speed pass it is wrong, but I was...

    For Blender's speed pass it is wrong, but I was just using that as an example (like I said, I didn't have a mental ray file handy to demonstrate with). Mental Ray's speed pass does not contain the...
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    I've used it before for mental ray (mv2dtoxik...

    I've used it before for mental ray (mv2dtoxik pass). It works mostly ok, the only issue is Mray's pass only includes one set of speed vectors in the R and G channels, Blender is expecting a second...
  21. I don't think that's the bump map so much as the...

    I don't think that's the bump map so much as the procedural textures that are feeding it. Procedurals are expensive (compared to image textures), running multiple noise functions to produce a bump...
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    In short, you won't need to use as many samples...

    In short, you won't need to use as many samples to get the same result.
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    No. It allows you to get a clean image with...

    No.


    It allows you to get a clean image with fewer samples. How few will vary from scene to scene. Some scenes there will be a small difference, others will need a fraction of the current number...
  24. Not so much they were unlikeable, but maybe what...

    Not so much they were unlikeable, but maybe what happened to them was a natural consequence of their decisions. About "evil prevails", that's not so much the point either. A big over-arching theme of...
  25. Have you read the books then? If not, it doesn't...

    Have you read the books then? If not, it doesn't really make sense to wish there were more creatures and less violence/sex in a story you don't even follow. There aren't as many creature elements...
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    318754 Pluto and charon! (at mostly correct...

    318754

    Pluto and charon! (at mostly correct sizes, yay!)

    Lighting is kinda boring, I wanted to keep them more lit to show off the texturing work.
  27. It's about expected considering how large the...

    It's about expected considering how large the domain is. It's ~21.6m along it's longest side, you're using base res=200, hi-res=2, so that gives you a total res of 600 along the longest side....
  28. Convert is permanent, that may not be the best...

    Convert is permanent, that may not be the best solution. If you want to hide a particle system until render time, there's a couple ways to do that:

    -Go into the modifier stack, find the particle...
  29. Kinda depends on what sort of grass you are...

    Kinda depends on what sort of grass you are making. For a more wild/unkept field, clumps tends to work best. Especially since you can model out the blades and get more detail on them. This tutorial...
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    Write a render plugin for it.

    Write a render plugin for it.
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    There isn't actually a minimum distance at all,...

    There isn't actually a minimum distance at all, the object just snaps to whatever your mouse cursor is over. Unless you are referring to the pixel distance used to determine what your mouse cursor is...
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    Yes, deformation motion blur will kick in when...

    Yes, deformation motion blur will kick in when needed by default. If you want to disable it for a particular object, you can uncheck that "deformation" box. Generally though, you can just animate and...
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    This image: 318179 If that's from the render...

    This image: 318179

    If that's from the render panel, why is there a custom-properties panel? That is not present in render settings, only object settings.
  34. 1024 is an enormous sim resolution. The higher...

    1024 is an enormous sim resolution. The higher the res, the longer the bake time. Why on earth is it set so high? Even 200 is looking reasonably nice here. I can't imagine why you'd feel the need to...
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    Uh...those aren't even the same panel. The one...

    Uh...those aren't even the same panel. The one with deformation options is the object-specific motion blur settings, the one with the shutter time is the global motion blur options in render settings.
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    I'd work on a better texture for the dragon, is...

    I'd work on a better texture for the dragon, is that just a procedural atm? I'd sit down in texture paint mode and draw out a proper texture, then maybe use a procedural bump map over the top for...
  37. Keep in mind, Cycles is always in "GPU mode" when...

    Keep in mind, Cycles is always in "GPU mode" when running on OpenCL devices, even if the targeted device is actually a CPU. It basically acts as though your CPU or the Phi board or anything else were...
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    This actually turned out much better than I was...

    This actually turned out much better than I was expecting it to:

    317320

    I've been doing some rain/bad weather comp stuff at work recently, I wanted to put those tricks to work in something a...
  39. That discovery got made about a week into...

    That discovery got made about a week into switching over. We leave nothing uncached now. Something like that is on the todo for Cycles, right?




    Keep in mind, they (atm) have a minimum...
  40. People who think Arnold is only useful when you...

    People who think Arnold is only useful when you are making 500-million polygon scenes have never worked with it. When I'm working on personal projects in Cycles, I regularly have moments where I...
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    Out of curiosity, did you have MIS enabled for...

    Out of curiosity, did you have MIS enabled for that light, or no?
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    [SOLVED] Here's a few setups to try out. Translucent or...

    Here's a few setups to try out. Translucent or SSS will always give that "all over" lighting since they don't have a true specular transmission component, you need to use the glass shader for that....
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    Link in your character group, then with the...

    Link in your character group, then with the dupligroup selected, hit Object > Make Proxy, and choose your control rig from the object list that appears.
  44. Replies
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    Yes, you can. In fact, if you want sane render...

    Yes, you can. In fact, if you want sane render times you don't want to do fog with any other setting. The bounce settings in Cycles don't count the first hit, it sets the numbers of bounces after...
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    That's different, subsurf=0 disables the modifier...

    That's different, subsurf=0 disables the modifier entirely. Volume depth=0 doesn't completely disable volumes, it just disables indirect scattering. Some people managed to get through life with...
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    Objects > Make Single User > Object+Data

    Objects > Make Single User > Object+Data
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    World > Ray Visibility. Uncheck "transmission"....

    World > Ray Visibility. Uncheck "transmission". Note that you get a black environment this way, not alpha or anything. That may or may not be what you wanted.
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    Fire does this naturally, see fire dancers, for...

    Fire does this naturally, see fire dancers, for example. You can try increasing the temp difference setting on the domain to make the flames rise faster. But personally, I'd just run with it, try...
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    You don't need it, CPU is the default. If your...

    You don't need it, CPU is the default. If your system supports Cycles GPU mode, you need to use that menu to switch back to CPU mode. Since your system doesn't support GPU (or you never enabled it),...
  50. It's possible to duplivert a dupligroup empty...

    It's possible to duplivert a dupligroup empty (dupliception!). You could try that.
  51. That's only an issue when you are rendering on...

    That's only an issue when you are rendering on the same card that runs your display. Maybe that's what they mean.
  52. Yep. Set the view how you want it then select...

    Yep. Set the view how you want it then select "OpenGL Render Animation" from the render menu (up top, in the info bar). You can also click the clapboard button at the bottom right of the 3D view, it...
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    KOFFING! 315648 I figured I'd throw the...

    KOFFING!

    315648

    I figured I'd throw the project files up if anyone wants them (note, it's about 68MB download. Also, you'll need to rebake the smoke yourself)....
  54. Displacement works fine (enable experimental...

    Displacement works fine (enable experimental features), it's the render-time subdiv to go with it that we're missing.
  55. The new fancy-sampled GGX is the default for...

    The new fancy-sampled GGX is the default for glossy and anisotropic now:

    2.71 (ward, old sampling)
    315071

    2.72 (GGX aniso, new sampling. Note glorious lack of dark edges)
    315070


    Also,...
  56. Because SA aren't assholes and make nice...

    Because SA aren't assholes and make nice products. That goes a long way.


    Also, throwing in my congrats to Brecht on the new gig. As someone who uses Arnold at work and Cycles at home, I don't...
  57. Uh, that's not their names. How tiny IS your...

    Uh, that's not their names. How tiny IS your properties window?

    314958


    Although I suppose the names could be "Indirect Sample All" and "Direct Sample All"....
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    Campbell added custom UI fonts today.... 314956

    Campbell added custom UI fonts today....

    314956
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    An alternate method might to be to just enable...

    An alternate method might to be to just enable "transparent" on the main render, then switch on the environment pass. The environment pass contains your HDRI with the occluded areas knocked out....
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    To start or stop the flowing of smoke, keyframe...

    To start or stop the flowing of smoke, keyframe the density/flame rate values on the flow object. (density is for smoke emitters, flame rate is for fire emitters. Smoke+fire emitters will have both).
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    Use a sphere emitter or some forcefields to get...

    Use a sphere emitter or some forcefields to get rid of the cube look. Or add some randomness to the particle system. With density, gravity, and tempdiff all zero'd out, the smoke doesn't really go...
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    Enable "transparent" in the film tab (render...

    Enable "transparent" in the film tab (render settings).
  63. Thread: Bmw m6

    by J_the_Ninja
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    314360 314361 314362 Chipping away at bit...

    314360
    314361
    314362


    Chipping away at bit more. Sadly, I seem to have run out of all the low-hanging fruit of bits to model! (not looking forward to the license plate area and the door...
  64. Thread: Moonlight

    by J_the_Ninja
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    ? What are you trying to do? I was just listing...

    ?
    What are you trying to do? I was just listing some ways to get the functionality that tommywright
    http://blenderartists.org/design/baorg2012dark/images/statusicon/user-offline.png was talking...
  65. Replies
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    It's a one-way street. Using Apache 2.0 code in a...

    It's a one-way street. Using Apache 2.0 code in a GPL project is fine, but using GPL code in an Apache 2.0 project is not ok, since releasing the finished product as Apache 2.0 licenses out rights...
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    No, but you can just pull the alpha channel from...

    No, but you can just pull the alpha channel from the combined pass.
  67. Thread: Bmw m6

    by J_the_Ninja
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    Yes, first image is with a matcap. It's kind of a...

    Yes, first image is with a matcap. It's kind of a tacky color, but at least it looks like car paint. Made a lot of improvements on the front end:

    313733
  68. Thread: Bmw m6

    by J_the_Ninja
    Replies
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    Bmw m6

    I've finally worked up my courage enough to try a car! While I've done a good bit of work rigging and shading cars, I've never actually modeled one from scratch. Combination of nerves about it and...
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    Cycles doesn't include wavelength values in the...

    Cycles doesn't include wavelength values in the ray, just RGB. Even in renderers that do have spectral sampling, it's normally cutoff below 380-400nm for performance reasons. Blacklights, or good...
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    1) Assuming you install by just copying over...

    1) Assuming you install by just copying over Blender, only if you overwrite the old version. Not sure what behavior installers have
    2) Generally no, but depends on how "old" we are talking. 2.49 and...
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    313412 Tonight's doodle, a simple jet ski!...

    313412

    Tonight's doodle, a simple jet ski! Modeled in zbrush (dynamesh+panel loops), rendered in Cycles. (water is Blender's ocean sim)
  72. Replies
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    Yeah, but my point is there's no way to get the...

    Yeah, but my point is there's no way to get the "final" image from the 3 passes shown. The final image there contains shadows, and none of the 3 passes there contain any. There have to be others...
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    This is the one I was thinking of, but it seems I...

    This is the one I was thinking of, but it seems I was mistaken. It doesn't include disabling shadows for mesh/world lights, just includes them in the shadow pass. https://developer.blender.org/D524
    ...
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    The pass in that image appears to be diffuse...

    The pass in that image appears to be diffuse lighting without any shadows? Cycles doesn't have a pass that delivers exactly that. Currently, meshlights and the world always cast shadows in the...
  75. Thread: Moonlight

    by J_the_Ninja
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    Personally, I wouldn't join such a complicated...

    Personally, I wouldn't join such a complicated model. It makes it a nightmare to tweak later, and there's just no good reason for it. Just parent it to an empty if you want to clean up the outline....
  76. And you're still adding another render layer,...

    And you're still adding another render layer, which brings back the BVH problem. At that point you might as well just make a linked copy of the scene with a different mist pass.
  77. [SOLVED] Center is actually slightly slower than the other...

    Center is actually slightly slower than the other tile orders on most scenes. Probably due to cache coherency or something, but I don't know the real reason. The advantage to center-out/spiral tile...
  78. Yeah, you can use the branched path mode to set...

    Yeah, you can use the branched path mode to set samples by ray type, same as Arnold. Cycles has the clamp options too, they're in the sampling tab. There's even a built-in option to set clamping to...
  79. Texture paint actually does work with Cycles. It...

    Texture paint actually does work with Cycles. It just works totally differently. You set the active/target image by attaching it to a material node and highlighting that node. It's the same way you...
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    Aha! Applying rotation and disabling clamping...

    Aha! Applying rotation and disabling clamping were the steps I was missing! Thank you!

    ...now if only tangent space maps worked. :(
  81. Most of the time you're better off just using the...

    Most of the time you're better off just using the mist pass then that trick.
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    Has anyone ever gotten the RGB->XYZ mode to work...

    Has anyone ever gotten the RGB->XYZ mode to work with vector disp maps from Zbrush? I tried it with the diagnostic map Zbrush spits out and not a single test passed. Just what space and channel order...
  83. Thread: Metagross

    by J_the_Ninja
    Replies
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    356

    Metagross

    312572

    Here it is, the final version of my attempt to render the Pokemon Metagross as a security mech!


    A few extra character renders:

    http://i.imgur.com/g87AdK6.png...
  84. Yes. And anyone who has ever contributed to...

    Yes. And anyone who has ever contributed to Blender (so long as they can prove your version contains their code), can sue you over it. They can force you to take down the patched version, and...
  85. Replies
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    [SOLVED] Ah, try this: 312422 (substitute that...

    Ah, try this:

    312422


    (substitute that diffuse shader for whatever setup you have already)

    That way, you get the holdout when viewed directly, but when other rays bounce onto the object...
  86. Replies
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    [SOLVED] Give your cutout object the "holdout" shader.

    Give your cutout object the "holdout" shader.
  87. Thread: Metagross

    by J_the_Ninja
    Replies
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    http://youtu.be/qKZxppYk298 Rigging is done!...

    http://youtu.be/qKZxppYk298

    Rigging is done! (or, passable for what I want to do, I should say)
  88. [SOLVED] It's almost an antialiased z-pass. There are a...

    It's almost an antialiased z-pass. There are a couple of other important differences:

    -It's normalized based on distance from the camera (set by the mist start and end points, same as BI)
    -It's...
  89. The Looptools addon includes a "flatten" function...

    The Looptools addon includes a "flatten" function that will make the selected geometry co-planar. You can choose the plane too. View plane, normal average, or "best fit". (note sure what "best fit"...
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    You make it sound like I can actually make sense...

    You make it sound like I can actually make sense of the renderer core. :D I just poke at LuxBlend once and awhile.
  91. Thread: Metagross

    by J_the_Ninja
    Replies
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    Rig is coming along nicely!...

    Rig is coming along nicely! http://i.imgur.com/YUiL5J9.png
  92. Replies
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    I'm about 92% sure Yafa is still raytracing in...

    I'm about 92% sure Yafa is still raytracing in direct-light mode. It's the same thing as Cycles with diffuse bounces set to 0.
  93. Thread: Metagross

    by J_the_Ninja
    Replies
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    492

    Oops, forgot to update this over the weekend! ...

    Oops, forgot to update this over the weekend!


    Here's what the main scene looks like atm:


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


    Textures aren't 100% done, I still want to do some decals on...
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    For parent/child, try using the child-of...

    For parent/child, try using the child-of constraint instead of actually parenting. One of the great things about it is it allows you to add the motion of a parent/child relationship from the...
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    No, it doesn't know anything about complexity. It...

    No, it doesn't know anything about complexity. It just sees brighter/darker. That's it. The simplest way to describe it is like a moth with a machine gun: it likes spraying fire at bright areas...
  96. -Pretty much the entire reason indirect clamp is...

    -Pretty much the entire reason indirect clamp is a separate control is so you can set it to a lower value than direct clamp. Try 2.

    -Use branched path so you aren't sampling everything many times...
  97. No, you're technically correct. The performance...

    No, you're technically correct. The performance hit isn't that big (barely even significant), but it is slower than a single shader with a modified color. People mixing two shaders just for a color...
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    It kinda depends on the effect you are going for....

    It kinda depends on the effect you are going for. A film or portrait set that is supposed to be "candle lit" won't truly be candle lit. The candles just provide ambience, some big warm stage lights...
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    Are you referring to this?...

    Are you referring to this? https://www.youtube.com/watch?v=P_QmdpnKTW4
    Because MLT isn't being used in that video.





    You mean Cycles shading pipeline? Because Lux has a node-based shader...
  100. Thread: Metagross

    by J_the_Ninja
    Replies
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    492

    Update! Getting some work on the real main scene...

    Update! Getting some work on the real main scene (I plan to do a few character-portrait type render of metagross too)

    310570

    Here's a closeup of one of the server cabinets (much dupligroup,...
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