Hey @januz great thing you’re doing with that wiki, i guess just make sure that what you’re writing in there is really not available on an easy way to do in blender, check this out.
Shadeles BSDF: The “shadeless bsdf” can easily be accomplished by conecting the “is camera ray” from a lightpath node to the strength of an emision shader, this allows it to be shadeless, and needs only 1 sample to be rendered noiseless.
Freeze: to do a “freeze”, select a keyframe either in the graph editor or dopesheet, hit T, and select constant, this will freeze that key until the next keyframe
Posterize: add a “stepped” modifier to a curve in the graph editor and you’ll get the desired effects, the ammount is defined by the number below meaning how long it’ll keep the frames frozen
Loop: for whole animation is quite easy while in graph editor or dopesheet, select the channel or channels and hit Shift+E and then pick Make cycle, and this will make the desired curves (could be all or several or just the one) loop. Below the modifier there is options to pick from which frame to which frame cycle, and influence and restriction of frame ranges, etc
O M G !!! Mind officially blown. I just followed a link in this forum and it lead me to this: http://vimeo.com/76625138. I can not believe I had never before thought to use blender in this manner. Its like magic! This is a whole other side of blender I’ve never known about. It’s so simple. Really I can not believe it never even occurred to me. Thanks for the great thread.
Whoa that was a great demonstration of the tools. Great 2D animation. I did a very rudimentary version of the same thing years ago but that was something else.
I don’t do many animations of note because I just can’t give over my computer to blender for weeks while it renders them. I know with cycles the gpu does all the work, but that’s not true. My system is slow as hell when I’m rendering in cycles. But anyway my point is, this stuff is something that can be done quickly… well quicker than a 20 million poly animated character. It’s going to take some time for this to sink in and for me to imagine the possibilities. Really astounding stuff.
GL renders are stupid fast. I did one the other day for the first time I couldn’t believe how fast they are. I’m rendering a 2d animation right now for the first time in blender. I’ll post it here when I’m done. It will be pretty funny. I have a feeling though my shape key is backwards. Oh well it will still be funny.
@electronicpulse, hey thanks a lot! I recently found out about the emission shader, is the light path node necessary? Emission set to 1 already looks shadeless.
I’ll update the wiki soon.
Not being very Cycles centric all I know is use emit for shadeless.
Biggest drawback for OpenGL is lack of availability of it in the compositor. You have manually render it out from the 3D view first. Not very interactive, good thing it’s fast. So fast that you can oversample frame rate and blur them together for a simulated motion blur!
@Electronicpulse:
thanks for the awesome tips. I really believe that blender has already lots of tools that we don’t know. I really want to see the project of Blender motion graphics artist’s site online and working, as the NPR site. It could join all of us interested in this, facilitate the exchange and sharing of knowledge and maybe improve the tools.
Sorry for the offtopic, but thanks for the compliments! We’re doing our best with this digital cutout, and i’m planning some tutorials in this technique ASAP.
Here i’ll uploading some more work, and you can see the trailer complete!
Ok here’s the video I was working on but I’m having a problem. I set up a shape key to open the mouth that is animated and driven by the f curve that I baked the music to. For some odd reason even when the mouth looks closed and there is no influence in the shape key it renders as open. I’ll post the video link and the .blend here and maybe one of you guys can see what I’m missing. It is a very simple .blend. Nothing but a plane and a camera.
@januz i believe so that way blender knows it doesnt need to calculate anything else becaus when you add the lightpath node it will tell the node to only put the light to the camera and nothing else (at least if it doesnt make a difference in lighting it will do it in rendertimes)
@meschoyez yah me too, i’m every day discovering new stuff, and i wish i could have more masters like you, pablo and bassam around so i could learn faster (maybe an open movie or so, hehe…) either way, when we (if we ever) get nodified modifiers like lukas tonne shows in a video where you can just plug stuff to modifiers and such, that would be one of the bigggest things in blenders motion graphic history, it’d be like mograph but i can say it’d be even more advanced =)
@elctronicpulse: hey! thanks for the compliment, i’m learning as all of us
By the way, i’m here and in some other places to share everything you want to know!
Pablo is now working on an open movie, Caminandes
And Bassam too: Wires for empathy
Check this out!!