Very nice looking planets .I tried the displacement out and it gives a really awesome result. Great for making landscapes
any FAST GRASS with displacement ??
keep on BLENDING...
Fur Render Test
Suzanne-Tiger [Blender + Cycles]
Last edited by ifilgood; 30-Dec-12 at 05:56.
Totally new here, I would like to some help or direction to build and collapse a Jenga tower. So any suggestion or direction to a good tutorial will me very much appreciated. Thanks in advance and happy new year. Asiertxo
For questions like this, please try and ask in the most appropriate forum. In this case it would be either the Game Engine forum or Particles and Simulations
Happy New Year to everybody.
I have observed this question: I always render my scenes with threads->auto-detect option in render panel. I have always seen the first image shows 5 blocks or tiles. If I change to theads->fixed and write 4 threads, the first image shows 4 blocks or tiles. This means that auto-detect is using 5 threads for 4 cores? (I have tested this with two computers, one i5 and one core 2 quad, blender version for windows 64 and 32 bits in every case).
In my tests auto-detect takes longer, around 1 per 30 minutes (the same render 1 hour with "4" threads and 1:02 hour with "auto-detect" option).
Working with tuqueques' EXCELLENT material editor setup as Cycles render. Green glass renders down to 1.24 minutes. Working on the ugly speculars, though toqueque has a compositor that reduces glare, creates DOF and adjusts gamma, but this is more challenging with render-time nodes. Brief: Less Than, because unlike other Light Path boolean outputs, seems to be outputting a range of values, correct me on this, documentation is sparse, and I have not knowledge enough to peruse code etc. Renders from 0 to approx 100 on Ray Length. Camera Rays for de-noise and speed. Factored Camera Ray is part of attempt to reduce glare to a greenish color of the glass, which is more appropriate. Translucent, Transparent for indirect color spillover from object to table, or not. Have not found Tuqueque update for BMPS for Cycles, would be community useful. Sub-Surface bar is wildly useful - love it.
i have seen the light... and i am FULL of it!
keybds 4 sale... all keys work except F12.
Hi chip4brains, thanks for you comments
Here's a link in the Blender tests repository of the BMPS for Cycles.
Demo reel 2015 https://www.youtube.com/watch?v=KjGN1RjIf5c
I think Brecht has said that he'll put some serious work into it within the current release Cycle yet, but as of now, the reliability issues make it of little more use than simple tests.
Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
Need Cycles materials / node setups: Get them here
I wondered if one could make a seamless transition phase between glossy and diffuse, so that all the specular highlights would get a smooth glow. I ended up with a funky material, that has different rainbow colors for different reflection roughness values, just by using simple color ramps and having them all applied simultaneously with a very dense noise texture.
I don't know if real world has materials like this, looks kinda like CD-rom or something. Suzanne has also this kind of material applied, with white reflection, green roughness, and yellow smooth transition.
What would be better than dense noise texture, would be a random float value per ray. Is there option for this?
Last edited by Qha; 15-Jan-13 at 17:36.
@Qha It could be used for a Brass shader, when brass has been heated it often get a blue-purple-ish hue and reflects lights different. Like a ... used gun-shell often get that miss-coloring at the top of the empty shell after the gun powder has heated it.
Also there's like Magnesium or some metall that can have a coating, that makes it reflects more blue-ish hue. I remember luxrenderer had a setting for a shader with this feature.
Coatings could easily be done by just mixing up shaders wouldn't they? The special thing I've done here is I have every Roughness value from 0 to 1 in the material at the same time. So I have clear reflection, but also a smooth curve to fully hazy reflection (close to diffuse). If there is a material like this in nature, it would consist of a surface that reflects clearly, and a SSS-like penetration probability where the deeper light would go, the more diffuse the reflection would get.
One test i did was scan line the render, 1500x16, cpu well I set the treads to high and all the treads show up as the red lights rendering. It renders line by line only jumping to next tread if theres memory. Very taxing on my system.