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  1. That's only due to the viewing angle though. It's...

    That's only due to the viewing angle though. It's not magically non-reflective.
  2. Getting this sort of thing right is more in the...

    Getting this sort of thing right is more in the simulation than in the shader. You need a very high-res sim to get that much detail. Once you have it, it's mostly just a matter of getting the colors...
  3. For the most part, they just model and texture...

    For the most part, they just model and texture the environments. This isn't a trivial process ("environment artist" is a job title for a reason). Usually just slapping an image back there will never...
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    I've seen it too, and someone else posted it on...

    I've seen it too, and someone else posted it on the previous page. I'd go ahead and spin up the bug reporter.
  5. Kind of. You can put subsurf at the bottom of the...

    Kind of. You can put subsurf at the bottom of the stack and reduce the preview level (or turn it off in the viewport) and you'll never have to deal with it while editing. The render level just gets...
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    No, it does. The "color" attribute reads the...

    No, it does. The "color" attribute reads the smoke colors and spits them as RGB from the color socket. It's different from "density" and "flame".
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    There's an OSL shader that does that + dirty...

    There's an OSL shader that does that + dirty corners: http://blenderartists.org/forum/showthread.php?329295-Bevel-shader

    And we should be able to bake the result for that too...
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    It kind of slipped in quietly this morning, but...

    It kind of slipped in quietly this morning, but there's support for real split vertex normals now. Mostly hidden away still, but there's 1 big change: auto-smooth now affects EVERYTHING. It's still...
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    Render settings tab > dimensions. Punch in any...

    Render settings tab > dimensions. Punch in any numbers you want for resolution. Also, you can adjust framing specifics (focal length, sensor crop, etc) in the camera panel.
  10. Btw, you CAN use the experimental "true"...

    Btw, you CAN use the experimental "true" displacement option. (enable experimental features, and look in the mesh panel). Don't enable subdivision in that panel though, that deletes all your UVs. Use...
  11. One quick way to see if it's a GPU limitation is...

    One quick way to see if it's a GPU limitation is to render the scene in CPU mode and see if everything works correctly there.
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    Now underway:...

    Now underway: http://www.reddit.com/r/IAmA/comments/22uu5z/i_am_ton_roosendaal_chairman_blender_foundation/
  13. Seems ok with the line and curve segment...

    Seems ok with the line and curve segment primitives, but not with triangles. Was that always the case?
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    Worked fine when I tried it. You need at least...

    Worked fine when I tried it. You need at least two emitters, one for each color. Also, on the attribute node, you use the color output and attach it to scatter color. It just spits out the smoke...
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    Just a note to people: reddit does not take...

    Just a note to people: reddit does not take kindly to stuff they perceive as voting campaigns. So please don't run around saying "upvote the Ton AMA!". You could actually get the entire thing removed...
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    Don't forget to connect your flame attribute to...

    Don't forget to connect your flame attribute to the ramp as well! Your fire has a constant orange color in that image.

    __

    On speed, I'll echo what m9105826 said about branched path. There's no...
  17. Short version: it blacks out everything but...

    Short version: it blacks out everything but highlights.

    Long version: The glare node includes a threshold to only act on regions brighter than a certain value. The blur node setup is just blurring...
  18. Here's two simple compositor-only setups. Keep in...

    Here's two simple compositor-only setups. Keep in mind, usually really good flare setups involve stacking a couple different methods (or the same method run with different settings for threshold and...
  19. Reduce/disable motion blur?

    Reduce/disable motion blur?
  20. [SOLVED] Either parent them to the bone, or use a...

    Either parent them to the bone, or use a constraint like "child of". The latter is helpful if you need a piece to stop moving with the head at some point in the animation., like the character taking...
  21. Under the object tab > ray visibility, uncheck...

    Under the object tab > ray visibility, uncheck "shadow".
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    There's also an option in the UV editor under the...

    There's also an option in the UV editor under the view menu for "draw other objects". That will show a ghostly overlay of other selected object's UVs. Not perfect, since you can only edit one object...
  23. No. Well, you can always export them to...

    No.

    Well, you can always export them to Maya/Softimage, but otherwise, no.
  24. blend file?

    blend file?
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    The infamous "reddit hug". Also known as "the...

    The infamous "reddit hug". Also known as "the friendliest DDoS on the net".
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    BI has no way of rendering multi-tile maps that I...

    BI has no way of rendering multi-tile maps that I know of.

    Not sure I addressed this very well in the video or not, but Blender also cannot bake or paint to multi-tile sets. So there's no way to...
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    You need to use the attribute node (type in...

    You need to use the attribute node (type in "density") and attach the fac output of that to the volume shader density. *shameless plug* I cover that in this video here:...
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    Multi-tile UV Sorcery

    http://youtu.be/_yczciMYv4Y

    In this tutorial, I cover multi-tile UVs (UDIM) in Blender. There isn't true support for it, but there is enough workarounds to use it, and in this tutorial I walk you...
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    Well, it's not like using the sim in displace...

    Well, it's not like using the sim in displace mode at low res and baking a 1k map actually gets you any more data than that 256x256 or so texture the bake spits out. I know where you're coming from...
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    I don't THINK mapped paths affects anything on...

    I don't THINK mapped paths affects anything on the Blender plugin besides path to the .blend and the file output path. I was going to suggest checking the log for where its trying to find the...
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    Why not use the built-in baker? Ocean res=32 will...

    Why not use the built-in baker? Ocean res=32 will generate a 1k map. (it's not the like sim has any more data to use in a larger map. You shouldn't necessarily need 1px sized waves anyhow). You can...
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    I recall doing it once. Works pretty much as...

    I recall doing it once. Works pretty much as you'd expect. The sim itself is different at different resolution settings though, so it's useless in generated mode. If you have it in displace mode with...
  33. 1) Not in GPU mode. As mentioned though, Cycles...

    1) Not in GPU mode. As mentioned though, Cycles has a few different "backends" that let it run on different platforms. There's a native x64 one (commonly called "CPU mode") that lets you run it as a...
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    Yes! Both casted and recieved. Casting light off...

    Yes! Both casted and recieved. Casting light off the fire isn't very efficient though, so use light path tricks for bright fires.
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    Not entirely. You can affect the amount of smoke...

    Not entirely. You can affect the amount of smoke emitted with the texture, and you can give the smoke a constant color, but it can't pick up a color off the texel it was emitted from. Color is...
  36. Shot in the dark: have you changed these files...

    Shot in the dark: have you changed these files since they were first loaded? Particularly adding or removing passes/layers?
  37. Another workaround I've found is you can link all...

    Another workaround I've found is you can link all the objects loose (groups panel in the outline > right click > instance objects in scene), then make the rig and its data local. It's quite a bit...
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    Do you have relative paths set for the textures?...

    Do you have relative paths set for the textures? Deadline's Blender plugin is just calling Blender from the command line, so try just running a render that way. Pick a machine that's not outputting...
  39. I don't know if I've been out of it on this, but...

    I don't know if I've been out of it on this, but I was talking to some folks on reddit about the displacement output and I just realized the true displacement and auto-bump functions in Cycles...
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    http://vimeo.com/90663684 Check out the guide...

    http://vimeo.com/90663684

    Check out the guide if you haven't already! If you didn't know, you can also use this to talk to Ton directly if you have feature requests, Gooseberry comments, bugs, UI...
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    Sampling light from volumes is pretty...

    Sampling light from volumes is pretty inefficient. Essentially, what Cycles has to do is scatter a light ray off Godzilla's chest and hope it crashes into the breath next. As you might guess, that...
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    It's important for even, homogeneous volumes....

    It's important for even, homogeneous volumes. (stuff like dust, fog, etc). If you are trying to do clouds or smoke or anything with a 3d texture, you want it off or else you get crappy results. Maybe...
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    -Enable the homogeneous option on the volume (I...

    -Enable the homogeneous option on the volume (I can't stress enough how important this is!!!!!)
    -Keep volume bounces as low as possible. Try 0 or 1 and see how you like the result.
    -Clamp indirect...
  44. Simple little lantern scene made with the new...

    Simple little lantern scene made with the new fire rendering:

    299801

    I also recorded and commentated making the scene! So if you're still a little confused about how to get smoke/fire materials...
  45. IIRC, OpenMP isn't supported with the mainline...

    IIRC, OpenMP isn't supported with the mainline version of Clang that Apple distributes. I think there's a version of Clang out there you can install yourself that will do it. Or some other version of...
  46. In edit mode, select > by number of sides. Set...

    In edit mode, select > by number of sides. Set parameters to "greater than 4".

    If you have any baked-in sharp edges (aka, a split edge) select all and remove doubles, that should weld the edge...
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    If you are using branched path, you can just...

    If you are using branched path, you can just increase volume samples and avoid having to send a zillion extra rays at everything else.

    Also, clamp indirect is really effective at this type of...
  48. Experimenting with something a bit different: an...

    Experimenting with something a bit different: an aurora!

    299218

    I still need to mess with things to get the shape less flame-like and more shimmering, but it's a start and seems to work pretty...
  49. Domain box needs a shader with smoke setup, see...

    Domain box needs a shader with smoke setup, see those two blends for how to do it. (and my post at the top of this page)
  50. Here's the one I keep throwing around:...

    Here's the one I keep throwing around: http://www.pasteall.org/blend/28018

    Brecht posted this one on the mailing list: http://www.pasteall.org/blend/27990
  51. Basically, you create attribute nodes for...

    Basically, you create attribute nodes for "density" and "flame" and their "fac" outputs become 3d textures with the density and fire values, respectively. You can also do one for "color" to get the...
  52. Time to light suzanne on fire! 299110 ...

    Time to light suzanne on fire!

    299110


    Simple shader setup:

    299109

    New ramp handles too!
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    Sticky: Thank god. My experience with stricter moderation...

    Thank god. My experience with stricter moderation has generally been that its the only way to keep things together once a community goes past a certain size. BA as of late has been a lot of armchair...
  54. Under User Prefs > System, change the color...

    Under User Prefs > System, change the color picker type to "Square SV+H"
  55. Thread: Nevermore

    by J_the_Ninja
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    Nevermore

    297857

    An illustration of Edgar Allen Poe's famous poem, "The Raven"

    Thanks for viewing
  56. For #1, groups in Blender are a sort of object...

    For #1, groups in Blender are a sort of object list. They don't group things in the outliner or anything, and they don't let you move objects a set. (at least on their own). What they do allow mainly...
  57. In the mesh panel, under vertex groups, you can...

    In the mesh panel, under vertex groups, you can assign elements to a group using the weight in the slider. If you go to the materials panel, you can select all faces with a mat by clicking the...
  58. Mixing two colors with a noise texture on the...

    Mixing two colors with a noise texture on the "fac" input is the Cycles way of doing it. You want to use the MixRGB node connected to a single shader though. Keeps the properties simpler and is ever...
  59. Thread: The Raven

    by J_the_Ninja
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    http://i.imgur.com/XHxtHC2.jpg Tightened up...

    http://i.imgur.com/XHxtHC2.jpg


    Tightened up a few things. And gave the raven a decent-enough pose rig. Starting to feel like I'm ready to be done with this project. Not entirely happy with some...
  60. Yep, exactly.

    Yep, exactly.
  61. Assuming your textures and output color space are...

    Assuming your textures and output color space are both sRGB, you don't really need to do anything, linear workflow will "just work". Textures are automatically reverse-corrected, the color profile...
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    At the time the original post was made, the color...

    At the time the original post was made, the color management stuff did not affect the viewport rendering. I guess I was a little short-sighted at the time thinking that wasn't such a big deal. So,...
  63. For my part in that thread, I guess I have to...

    For my part in that thread, I guess I have to admit to a nasty knee-jerk assumption that the compositor was good enough and OP just didn't know how to use it properly. Looking at it, yeah, some sort...
  64. Thread: The Raven

    by J_the_Ninja
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    http://i.imgur.com/8LIwgr8.jpg Not completely...

    http://i.imgur.com/8LIwgr8.jpg

    Not completely done with texturing, but got distracted trying to find a lighting setup that worked. After trying a lot of different things, I finally settled on...
  65. I think the color management panel has the...

    I think the color management panel has the basics. It just doesn't have the algorithms they want. It already supports curves and film looks, if you want an exponential or reinhard tonemapper in...
  66. [SOLVED] First of all, have a plan to get ahold of some...

    First of all, have a plan to get ahold of some LGA 771 Xeons? They may not be easy to find. A google search comes up with a few things, but selection and price may be pretty spotty.

    Second of all,...
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    There isn't a magical slider that balances speed...

    There isn't a magical slider that balances speed and memory use. If you know of a method that will reduce the memory use for the accelerator at the cost of render speed, maybe. Do you?
  68. Thread: The Raven

    by J_the_Ninja
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    Just to clarify, the scene is not at all lit...

    Just to clarify, the scene is not at all lit right now. Just ambient light so you can see textures, I'm holding off doing lighting for right now.

    @rjshae, thanks for the note about shelf width. I...
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    This one was about "special" properties in...

    This one was about "special" properties in Python, in general. You can't currently make custom Python props in certain types, like ramps, curves, or ID linkers. This is why there's no colorramp node...
  70. If you just want to set the entire alpha channel...

    If you just want to set the entire alpha channel to 1 without affecting the RGB channels, add a set alpha node and don't connect anything to the "alpha" input.
  71. Thread: The Raven

    by J_the_Ninja
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    *Texturing intensifies* ...

    *Texturing intensifies*

    http://i.imgur.com/nbmDooH.jpg
  72. Thread: The Raven

    by J_the_Ninja
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    A few angle experiments: first, the current...

    A few angle experiments:


    first, the current scene with the original camera: http://i.imgur.com/C4sES1J.jpg


    Looking towards the right corner, not a fan of this one:...
  73. Thread: The Raven

    by J_the_Ninja
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    Making headway with the initial texture pass!...

    Making headway with the initial texture pass! Desk, clock, bookshelf, end table, frames, and coatrack still to go. And dealing with the books, but that is a whole different mess....
    ...
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    Perfect! Thanks!

    Perfect! Thanks!
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    This is my favorite part of Mental Ray's round...

    This is my favorite part of Mental Ray's round corner shader. You can just intersect some object through the middle of a face on another object, and it will actually round off the edge where they...
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    RickyBlender, a shader like this is an...

    RickyBlender, a shader like this is an alternative to using the bevel modifier to wear/soften edges. It has nothing else to do with smoothing tools.

    It's more memory friendly since it doesn't make...
  77. Thread: Instancing

    by J_the_Ninja
    Replies
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    What are you trying to do exactly? Do you have a...

    What are you trying to do exactly? Do you have a bunch of linked (alt+D) copies that you don't want to be linked to each other? Select them all, hit Object > "make single user" and check the "object...
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    Hard to say for sure without an example .blend...

    Hard to say for sure without an example .blend file.

    Making the movie file isn't necessary if you are importing it into AE anyway though. AE can just ingest your image sequence directly. Select...
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    Adaptive sampling will already do things the way...

    Adaptive sampling will already do things the way you described. The user-sampling is mostly for bailing it out when it gets things wrong.
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    Not really. If nothing else, since mutated...

    Not really. If nothing else, since mutated samples are not stratified, it can look somewhat worse if the scene has almost nothing metro is good at. Actually, lukasstockner97, does your patch do QMC...
  81. Thread: The Raven

    by J_the_Ninja
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    Update: http://i.imgur.com/4pWF5eM.jpg ...

    Update:

    http://i.imgur.com/4pWF5eM.jpg


    After a lot of suggestions and offered-reference-pics for victorian studies, I've reworked the layout and framing a bit. I tried to make things feel...
  82. Replies
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    OS X build of patch v14 (hope this build works...

    OS X build of patch v14 (hope this build works for everyone): http://dtc-wsuv.org/jclarke/blender_cycles_mlt_osx64.7z
  83. Replies
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    Also, if you replace the glossy and translucent...

    Also, if you replace the glossy and translucent shaders with their equivalents on the hair BSDF, you should get a lot less noise.
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    Just to inject some realism to this thread: atm,...

    Just to inject some realism to this thread: atm, this doesn't help much except on caustics.

    Here's some tests I did with material sample spheres, both 90 second renders:

    MLT (10 samples)...
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    It exists. But it's still just 2D motion blur....

    It exists. But it's still just 2D motion blur. Why guess at the motion when the vector pass already has the exact correct motion?
  86. Replies
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    Is heterogeneous sampling for world volumes that...

    Is heterogeneous sampling for world volumes that big of a deal though? The world volume has the homogeneous checkbox. I just tested it with cube+plane scene (volume depth=0):

    No volumes: 1.25sec...
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    I think the lighting on the left side of the...

    I think the lighting on the left side of the image looks a bit harsh. Also inclined to echo what Doris said about the belt buckle. Other than that, the main complaint is how flat everything looks,...
  88. Thread: The Raven

    by J_the_Ninja
    Replies
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    826

    Yeah, I don't think I have the hair setup for the...

    Yeah, I don't think I have the hair setup for the wing down remotely correct. I have roughness on the hair atm, that might be a mistake.




    I sketched out a featherless bird in zbrush to start....
  89. Thread: The Raven

    by J_the_Ninja
    Replies
    17
    Views
    826

    The Raven

    -----Thread Cover Photo-----
    296980

    ____________________________

    http://i.imgur.com/UQmiaP1.jpg


    I've been working on a illustration to Edgar Allen Poe's poem "The Raven". After a good bit...
  90. Replies
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    There's quite a few render managers out there...

    There's quite a few render managers out there with Blender support. Deadline, Smedge, etc. Most aren't overly expensive or are free for a few machines. Not only will they queue renders, but they can...
  91. Making your own assets from other people's...

    Making your own assets from other people's concepts is something of a grey area. You could make the argument the character/environment/vehicle concepts are the property of the original company, as...
  92. On those lamp cage objects, try going to the ray...

    On those lamp cage objects, try going to the ray visibility panel and unchecking "diffuse", that will stop them from casting GI. You can also try using the no-caustics flag or the new clamp indirect...
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    If you want play an animation on your TV, burn it...

    If you want play an animation on your TV, burn it to a blu-ray, or put it on a thumbdrive and plug that into the TV/blu-ray player/game console, or stream it from your computer with one of those...
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    Haha, no it's not. It has some nice features, but...

    Haha, no it's not. It has some nice features, but then you step on something that doesn't work for no reason. Like HDRIs not lighting fur primitives. Or render proxies not showing up in data passes....
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    For anyone wondering, the updated driver isn't in...

    For anyone wondering, the updated driver isn't in OS X 10.9.2. At least for the 5770 anyway. The relevant files in OpenCL.framework appear to have been touched, but same error as always.

    ...
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    You don't need a separate spec-level control, you...

    You don't need a separate spec-level control, you can just change the brightness of the specular color. "spec color" as you define it is essentially the hue/saturation of the spec color, and "spec...
  97. -The world is a homogeneous volume, so check the...

    -The world is a homogeneous volume, so check the "homogeneous" box in the world panel so Cycles knows not to ray-march it (expensive!!!!). And change the homogeneous sampling type for "distance" to...
  98. Replies
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    The problem in that file is that you specified...

    The problem in that file is that you specified too large of a blur for Lux to handle normally. I can't recall exactly why this happens, but if you reduce the shutter time it will work.
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    See this thread on the subject:...

    See this thread on the subject: http://blenderartists.org/forum/showthread.php?307274-Can-You-Use-Defocus-Nodes-on-EXR-Files/

    Also, annoyingly, mental ray stores the sky/infinity as the "near"...
  100. As you seem to have found, the refraction shader...

    As you seem to have found, the refraction shader isn't meant to be used by itself. You can reconstruct the result of the glass shader like this:

    291125

    Except this has the added benefit that...
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