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  1. Replies
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    If you're going for full time employment at a...

    If you're going for full time employment at a company with ONLY Blender knowledge, prepare to have a lot of doors slammed in your face.

    Going for a career in CG/VFX, your set of skills should be...
  2. Thread: Ptex testing

    by m9105826
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    Even Mari doesn't have mirror painting. It's not...

    Even Mari doesn't have mirror painting. It's not exactly easy.
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    Like I said, that would be like a one day job for...

    Like I said, that would be like a one day job for an able coder who knows their way around Cycles. Not nearly enough for a GSoC. It could be part of a "lots of little things" project like Thomas...
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    This is just a "worst case scenario" scene for...

    This is just a "worst case scenario" scene for forward path tracers like Cycles. You really just have to render longer, or grab a renderer with bidirectional/metropolis sampling.
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    Ton doesn't seem to think so, and I'm inclined to...

    Ton doesn't seem to think so, and I'm inclined to agree. Adding render support would be a one day project, but allowing for editing would be a pretty hefty project that would take a dedicated...
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    Who said anything about huge images? The whole...

    Who said anything about huge images? The whole point of UDIM is that you don't need huge images because you can break your mesh up into lots of little images.
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    It was certainly the impression that I got during...

    It was certainly the impression that I got during the conversation today. Ton asked the artists in the room and got pretty much no response according to him. I had to do a lot of explaining to get...
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    OSD interprets all data (including displacements)...

    OSD interprets all data (including displacements) prior to subdividing, calculates what would be the mathematically perfect limit surface based on mesh and displacement data, and then constructs a...
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    No, OSD calculates the desired limit surface and...

    No, OSD calculates the desired limit surface and then uses a lookup table of sorts to dynamically generate the geometry needed to accurately display that limit surface without doing "dumb"...
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    You're understanding it correctly. Render time...

    You're understanding it correctly. Render time dicing of triangles is what Cycles will eventually have, and thanks to OSD it will eventually even be camera adaptive.
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    Unless you're using some magical Blender build...

    Unless you're using some magical Blender build from the future, no, as I just confirmed using UV mapped image textures has no effect aside from acting as a bump map when plugged into the displacement...
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    The displace modifier is the ONLY way to do...

    The displace modifier is the ONLY way to do image-based displacements at the moment.

    There is absolutely a difference between the basic displacement that you can get with procedural images and...
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    Those who want UDIM, we've got an uphill battle...

    Those who want UDIM, we've got an uphill battle ahead of us. You're going to have to make yourselves heard on IRC for this to have any chance I think. Seems that no one at the BF has any knowledge of...
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    Nicholas was the dev who expressed interest in...

    Nicholas was the dev who expressed interest in looking into UDIM after Ptex.
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    It went to Nicholas Bishop! What he does with it...

    It went to Nicholas Bishop! What he does with it is up in the air. Cycles support will be a very simple addition. Editing in blender, not so simple. We'll have to keep the requests strong though...
  16. Your peak memory is 26GB. That's far larger than...

    Your peak memory is 26GB. That's far larger than ANY GPU could possibly render. When rendering with GPU you are limited to the available vRAM of the smallest card.
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    You don't want mesh portals, that's the point.

    You don't want mesh portals, that's the point.
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    The displace modifier with no image plugged in...

    The displace modifier with no image plugged in will move your points uniformly in the direction of their normals. On a plane, all normals are pointing in the same direction, so it displaces all of...
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    Seeing Ton mention "Easter Egg" made my heart...

    Seeing Ton mention "Easter Egg" made my heart rate jump.
  20. Eh, GDevelop already nailed it pretty well for 2D...

    Eh, GDevelop already nailed it pretty well for 2D and some limited 3D. It will be interesting to see what this group can pull off.
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    Tablet is wayyyyyy cheaper and more accurate than...

    Tablet is wayyyyyy cheaper and more accurate than an iPad.
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    I couldn't be happier. I was really concerned...

    I couldn't be happier. I was really concerned when I first heard that they were going to try to shoehorn Alembic into the existing point cache. Maybe now we can get a proper, full Alembic...
  23. Even ignoring that... why use Blender for this at...

    Even ignoring that... why use Blender for this at all?
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    Eh, there are a lot of rig setups that are simply...

    Eh, there are a lot of rig setups that are simply impossible with Blender and will remain that way until the depsgraph is fixed up. Unlikely that you'll encounter these issues for a simple-ish game...
  25. You're describing modern game/real-time engines.

    You're describing modern game/real-time engines.
  26. Appleseed is literally almost the exact same as...

    Appleseed is literally almost the exact same as Cycles... they even share code...
  27. 362736 Light in Cycles is whatever you want to...

    362736

    Light in Cycles is whatever you want to be a light. Lamps, meshes, curves, volumes, etc.

    Also, you may be the only person on the planet complaining about not having to deal with shadow...
  28. Cycles can trace indirect light from any...

    Cycles can trace indirect light from any incorrect source you feel like making. You could make a black object have green highlights, cast a red shadow, and reflect purple light if you want to....
  29. 362729 362730

    362729
    362730
  30. I'm convinced at this point that you're either...

    I'm convinced at this point that you're either just trolling or profoundly uneducated in terms of render technology if you think that there are hundreds of renderers on the level of Cycles, or that...
  31. If Cycles is a joke then so are Arnold, the...

    If Cycles is a joke then so are Arnold, the latest Renderman, and WETA's Manuka, as they're all based on the same code and algorithms. If you're sincerely implying that you not only know better than...
  32. BBB is used EVERYWHERE to show off everything...

    BBB is used EVERYWHERE to show off everything from new cell phones to 4k TV screens at trade shows. I must have seen it in a hundred different places at this point.
  33. This post, right here, is where you lose any...

    This post, right here, is where you lose any remaining credibility. Cycles is about as cutting edge as it gets in terms of modern rendering. Aside from a few areas specific to very high end VFX work...
  34. It worked... in that example. You must support...

    It worked... in that example. You must support ALL features of the renderer to get something like that included though. Again, there's a reason that no production renderers support SVG textures.
  35. I was mistaken, you can render to SVG but not use...

    I was mistaken, you can render to SVG but not use one as a texture. However, as far as I know, no production renderer can use SVG as a texture format, and the Vectex project failed when the people...
  36. What you're doing is a logical fallacy called...

    What you're doing is a logical fallacy called "moving the goal posts". You mention radiosity. We tell you why it was gone. Then you claim that's not what you meant, despite that being the subject of...
  37. And for reasons already covered in this thread...

    And for reasons already covered in this thread radiosity was an even worse solution. Two other intermediate GI solutions were tried as well in the render25 branch, which were also failures. Which is,...
  38. Maybe not Blender's compositing system, but UE4...

    Maybe not Blender's compositing system, but UE4 and CryEngine at least have one HELL of a compositing/post system included.

    But I agree, this is far off topic and the reasons BI isn't being...
  39. Yes, especially when the modern cinematic tools...

    Yes, especially when the modern cinematic tools allow SubD models, and have internal soft body, cloth, and particle tools, the latter being superior to Blender's in pretty much every way. Again,...
  40. Given the availability of render developers to...

    Given the availability of render developers to the Blender project, no, it's not worth the effort. We have one, maybe two truly capable render devs who can work on big features since Brecht left....
  41. If you're sticking with BI because you don't need...

    If you're sticking with BI because you don't need photoreal, you're wasting colossal amounts of time. You could be getting the same quality out of something like the CryEngine movie maker or UE4 (or...
  42. Literally everything is measured in money. Even...

    Literally everything is measured in money. Even Blender itself runs on money. You cannot develop something as complicated as Blender without funding. Asking a skilled programmer to create complex...
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    What is your GPU? I turn it on with 7.5 million...

    What is your GPU? I turn it on with 7.5 million polys and get no noticeable slowdown at all.
  44. You're really not getting this. BI cannot just be...

    You're really not getting this. BI cannot just be developed to be made faster. It would be easier to throw it away and start over. This is why Cycles exists. The effort of improving BI is not worth...
  45. Just set margins to 64 and let Blender figure out...

    Just set margins to 64 and let Blender figure out the rest. It will automatically prevent margins from "leaking" into your UV islands.
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    You need to turn up your number of transparent...

    You need to turn up your number of transparent bounces. When rays terminate on a transparent surface they return 0 (or black).
  47. It's just an issue with rendering with lights...

    It's just an issue with rendering with lights inside of volumes. If you use area lamps instead of emission materials you should see a lot less noise, but aside from that, throwing more samples at it...
  48. Thread: Ptex testing

    by m9105826
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    No, Blender doesn't currently have mirror...

    No, Blender doesn't currently have mirror painting and Ptex doesn't magically fix this.
  49. Adding AA would just do the same exact thing as...

    Adding AA would just do the same exact thing as rendering larger. If you're using a proper margin, then edges shouldn't be a problem either way.
  50. 2.5x was when everyone realized that BI just...

    2.5x was when everyone realized that BI just wasn't worth continuing development on. The 2.5 update went on concurrently with Sintel, which spawned the render25 branch, which was a colossal failure,...
  51. You can't post three ugly renders that could just...

    You can't post three ugly renders that could just as easily be done in a real-time game engine and expect that to be proof that BI should get more attention...

    You completely misunderstand BI and...
  52. Don't hold your breath. BI is pretty much dead...

    Don't hold your breath. BI is pretty much dead aside from maintenance work. Working with it as a coder is a nightmare that no one wants to get into.
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    Again, that is beyond PhD level work. And it...

    Again, that is beyond PhD level work. And it would be the fourth failed remesh/retopology GSoC.
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    Moved to Other Software, since this has nothing...

    Moved to Other Software, since this has nothing to do with Blender news.
  55. Thread: BProjection

    by m9105826
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    BProjection doesn't serve a purpose anymore,...

    BProjection doesn't serve a purpose anymore, projection painting is part of texture paint mode by default.
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    Fixed the title and moved to CG Discussions,...

    Fixed the title and moved to CG Discussions, since this has nothing to do with Blender news.
  57. Show your nodes or no one will be able to help.

    Show your nodes or no one will be able to help.
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    Poll: http://support.apple.com/en-us/HT202823 No,...

    http://support.apple.com/en-us/HT202823

    No, it's not. This is why BeerBaron wants to close the poll. People can't follow directions.
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    Poll: Your 2008 iMac is almost certainly not 2.1

    Your 2008 iMac is almost certainly not 2.1
  60. Volumes, deformation blur, and large data sets...

    Volumes, deformation blur, and large data sets are the only areas where I'd expect big speedups. At this point everything else in Cycles is pretty much on par with the big path tracers.
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    You just need to mix two colors/materials with...

    You just need to mix two colors/materials with the Intercept function if the strand data node. And make sure your hair isn't using Triangles as it's primitive type, Intercept mapping doesn't work...
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    Hop on #blendercoders on IRC, I'm sure I'm not...

    Hop on #blendercoders on IRC, I'm sure I'm not the only one who would be excited to see it sooner rather than later.
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    Ooh Delta Mush would be a great little project!...

    Ooh Delta Mush would be a great little project! Should be pretty simple for Blender too since we already have the Laplacian Smooth framework in place.
  64. Thread: Ptex testing

    by m9105826
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    I doubt it will ever work properly with dyntopo....

    I doubt it will ever work properly with dyntopo. The overhead and face/texel juggling would be ridiculous. Ptex isn't really meant to be used with anything other than finalized topology anyway.
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    This is exactly what I was talking about when I...

    This is exactly what I was talking about when I said to stay realistic. This is PhD level stuff that ZB is just now getting right. Expecting this from a single student coder over the summer is...
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    Just need to extend our OIIO to handle .tx.

    Just need to extend our OIIO to handle .tx.
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    Multires isn't really "fixable" according to...

    Multires isn't really "fixable" according to Brecht some time ago. It would need a whole rewrite to get things up to an acceptable level, which is (should be) beyond the scope of a GSoC, especially...
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    There's nothing really to prevent making your...

    There's nothing really to prevent making your own. It's just not as pretty looking without categories. Check out my Ubershader for an example.
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    Other renderers don't offer a full production...

    Other renderers don't offer a full production feature set, and AMDs drivers/ocl compiler suck.

    Additionally, that Arnold test had nothing to do with Arnold aside from the developer who created it.
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    It is too high, that's the issue. Keeping both in...

    It is too high, that's the issue. Keeping both in sync means that you must constantly be sending checks back and forth which has enormous overhead for any scene worth rendering. You can do little...
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    You really need to let this "Ton is responsible...

    You really need to let this "Ton is responsible for everything" idea go. This has nothing to do with him. The GSoC developer disappeared and left a pile of code that is functionally useless for...
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    The book does nothing but espouse a lesson about...

    The book does nothing but espouse a lesson about love. Ignorant comments like this will not be tolerated on BA. This is the only warning you will receive.
  73. Their silence has likely been due to Softimage...

    Their silence has likely been due to Softimage being discontinued.
  74. I've thought about doing this myself a few times....

    I've thought about doing this myself a few times. It's definitely not a small task. Honestly, I doubt Exocortex will express any interest. They'd almost certainly never recoup the development costs...
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    Then use the old core. Luxcore2 is about speed,...

    Then use the old core. Luxcore2 is about speed, which spectral and microdisplacements are not really ideal for.
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    As long as it comes eventually. And the sooner...

    As long as it comes eventually. And the sooner the better; working with cavity masking without it is really difficult.
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    It's literally how cavity curve control works in...

    It's literally how cavity curve control works in every other paint application. Man, you complain a lot...
  78. Thread: Ptex testing

    by m9105826
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    I'll give it a try tomorrow. It took some work to...

    I'll give it a try tomorrow. It took some work to get everything working on my end, Nicholas had to push a CMake fix through to get compile to work.
  79. Thread: Ptex testing

    by m9105826
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    ZBrush has no Ptex support, but if you paint one...

    ZBrush has no Ptex support, but if you paint one in Mari or Mudbox you should be able to import it into Blender with the Import Ptex Layer button. I'll give it a try tomorrow.
  80. Thread: Ptex testing

    by m9105826
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    My own build.

    My own build.
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    That's exactly how it's done in ZB.

    That's exactly how it's done in ZB.
  82. I think they mean absolute height. Meaning it...

    I think they mean absolute height. Meaning it would stay the same even across different strokes. As far as I know, there's nothing like this.

    EDIT: Looks like I'm wrong. Checking "Persistent" does...
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    Not really useful if you want to use another...

    Not really useful if you want to use another brush on cavity masked/unmasked areas. If I want to use clay strips only on peaks or only in valleys there's no way to do this. Cavity masking is a must...
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    Any work on whether this will come to sculpting...

    Any work on whether this will come to sculpting as well?
  85. Thread: Ptex testing

    by m9105826
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    https://www.youtube.com/watch?v=QORFMZvFGF0 ...

    https://www.youtube.com/watch?v=QORFMZvFGF0

    https://www.youtube.com/watch?v=QzUqPVTXYy0

    The issues I've run into so far, for anyone interested. Nicholas has already seen.
  86. Thread: Ptex testing

    by m9105826
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    Thanks for the fix, but painting is COMPLETELY...

    Thanks for the fix, but painting is COMPLETELY broken here right now. Video incoming.

    EDIT: And of course, when I go to make a video, it suddenly works again. Will create a video if I can recreate...
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    Cavity masking for texture painting is now in...

    Cavity masking for texture painting is now in Master, which is pretty freaking awesome.
  88. Thread: Ptex testing

    by m9105826
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    Error 44 error C1083: Cannot open source file:...

    Error 44 error C1083: Cannot open source file: 'I:\Blender Master\build-ptex\source\blender\gpu\shaders\gpu_shader_vsm_store_vert.glsl.c': No such file or directory I:\Blender...
  89. Thread: Ptex testing

    by m9105826
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    I'm curious, what is the workflow going to be for...

    I'm curious, what is the workflow going to be for changing individual faces/patches resolution on the fly while painting. The Blender texpaint mode doesn't seem at all suited for this at the moment.
  90. Thread: Shadows

    by m9105826
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    No, there is currently no shadow catcher material...

    No, there is currently no shadow catcher material in Cycles.
  91. Replies
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    You should get some better jobs. Even my friends...

    You should get some better jobs. Even my friends working as junior developers have freedom to choose their projects to line up with their areas of interest.
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    Again, most of those are NOT summer/student jobs...

    Again, most of those are NOT summer/student jobs and would only result in half-finished code messes like most GSOCs the past years.
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    [SOLVED] No, there isn't. Even if there was, it would just...

    No, there isn't. Even if there was, it would just do the equivalent of rendering larger and resizing. Your options are to do that, or to increase margins so that it doesn't matter, or just create a...
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    It's not "going" at all right now. Displacements...

    It's not "going" at all right now. Displacements and dicing for render and realtime are both waiting on the release of OpenSubdiv 3.0, which is currently in beta.
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    One of the requirements of GSoC is to attract...

    One of the requirements of GSoC is to attract developers who aren't already familiar with the software. Blender stretches this quite a bit, but this was one of the points Ton touched on in the...
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    There was a long discussion the other day in IRC...

    There was a long discussion the other day in IRC about GSOC. There's not going to be much mentoring time with gooseberry in full swing, and Ton is (rightfully) unsure about the efficacy of the...
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    No, they're completely different things.

    No, they're completely different things.
  98. Replies
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    As far as I know, portals have to be rectangular....

    As far as I know, portals have to be rectangular. At least to not cause a huge hit to render time tracing against tri primitives. Tracing against an analytical primitive like a plane is many times...
  99. It's not really a popular effect for a path...

    It's not really a popular effect for a path tracer. Plus, it's usually a post effect.

    Looking for super specific tutorials is not the way to go about learning things. Learn the broad features and...
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    Poll: Definitely for animations. I've never seen it as...

    Definitely for animations. I've never seen it as much of an issue in other places though.
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