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  1. #4401
    Originally Posted by AdamEtheredge View Post
    Okay, so does anyone know what the deal is with layer jumping now?
    Animating layer visbility is no longer allowed. Seems like it was too difficult to maintain. You can stll animate the renderarbility in the outliner...



  2. #4402
    Member negativa's Avatar
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    Originally Posted by DingTo View Post
    negativa: Could you share the blend maybe?
    I tried it and there is some potentia for sure. Combined with a proper OSL shader this can be really nice.

    Crappy animation test: http://www.youtube.com/watch?v=7M-KyzmtXj0
    Hi DingTo! Yes, of course I can share blend! But the file with the planet is on the office computer.
    I created a new planet, but now, not only to the oceans, but also with rivers too! That is until this planet and blend.

    Click image for larger version. 

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    EDIT: Planet of the previous message
    Last edited by negativa; 26-Dec-12 at 06:51.



  3. #4403
    Very nice looking planets .I tried the displacement out and it gives a really awesome result. Great for making landscapes



  4. #4404
    Member KRUChY's Avatar
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    any FAST GRASS with displacement ??
    keep on BLENDING...



  5. #4405
    Member ifilgood's Avatar
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    Fur Render Test
    Suzanne-Tiger [Blender + Cycles]
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    Click image for larger version. 

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    Last edited by ifilgood; 30-Dec-12 at 06:56.



  6. #4406
    Member ifilgood's Avatar
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    An other fur test with cycles
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  7. #4407
    Member ifilgood's Avatar
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    Little present for new year :-)
    A Blend file and a little tutorial for fur render with cycles
    http://www.ifilgood.it/tutorial/fur_tutorial.zip
    enjoy and happy new year :-)



  8. #4408
    Member ctdabomb's Avatar
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    Just a little interior scene:
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    BCMG | STK | Latest project: Dodge Challenger | Current wip: Jaguar XKR-S
    "contribute to opengameart.org" -Albert Einstein err.... wait a second, I said that, but great minds do think alike.
    "" -Albert Einstein <----real quote this time



  9. #4409
    Hi all

    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



  10. #4410
    Originally Posted by Asiertxo View Post
    Hi all

    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
    Hi there, this tutorial ought to help you: http://cgcookie.com/blender/2011/05/...-to-keyframes/

    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
    Jonathan Williamson
    Education manager and Instructor for: http://blendercookie.com
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  11. #4411
    Member elbrujodelatribu's Avatar
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    Auto-detect uses 5 threads? Auto-detect takes a bit longer?

    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).
    Yo fuí a Blendiberia 2013

    elbrujodelatribu - blog / deviantart / blendswap / sketchbook



  12. #4412
    Member chip4brains's Avatar
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    CYCLES green glass render

    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.
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    i have seen the light... and i am FULL of it!

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  13. #4413
    Member tuqueque's Avatar
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    Hi chip4brains, thanks for you comments

    Here's a link in the Blender tests repository of the BMPS for Cycles.

    https://svn.blender.org/svnroot/bf-b...les/bmps.blend

    Greets!



  14. #4414
    Member Ace Dragon's Avatar
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    Originally Posted by Something31337 View Post
    Very nice looking planets .I tried the displacement out and it gives a really awesome result. Great for making landscapes
    You might need to be wary of making any semi-heavy use of the displacement though, because chances are when one or more objects is set to use displacement, followed by saving and re-opening and pressing F12, you may be greeted to Blender crashing instead of moving ahead to render the displacement.

    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



  15. #4415
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    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?
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    Last edited by Qha; 15-Jan-13 at 18:36.



  16. #4416
    Member DingTo's Avatar
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    Originally Posted by elbrujodelatribu View Post
    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).
    This is intentional. The workload is usually better, when the main thread is also rendering. I will run some benchmarks though and compare.
    Blender developer (Cycles / User Interface)
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  17. #4417
    Member aermartin's Avatar
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    @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.



  18. #4418
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    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.



  19. #4419
    Member elbrujodelatribu's Avatar
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    Originally Posted by DingTo View Post
    This is intentional. The workload is usually better, when the main thread is also rendering. I will run some benchmarks though and compare.
    Besides the performance question, I also think it could influence the responsiveness of the overall computer system.

    Thanks for the answer @DingTo.
    Yo fuí a Blendiberia 2013

    elbrujodelatribu - blog / deviantart / blendswap / sketchbook



  20. #4420
    Member brentison's Avatar
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    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.



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