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Saying there is more control in BI is just not true. BI requires you to make many more adjustments to get what you want. That is true. To say one is better than the other is pointless, they are just different. Use BI for fast frames for movies, use one of the GI renderers for a single frame of photo realistic results. It is what it is, no argument necessary. |
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#221
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Broken,your patch work with current svn?
I tried applying the patch 2 weeks ago without fortune,can you please look at it and see if it needs to be updated,I would give it a try. |
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#222
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Broken, I read the things you wrote about that patch, and those are really interesting
My tests with AO and HDRI led me to think that it would be cool to have IBL not based on ambient occlusion, and your patch seems to work pretty well. If I understand, only the diffuse part of the shaders is affected, by now ? Do you plan to do it for speculars also ? Cool work in any case. I've not tried it yet, since I don't know how to build blender on my own, but I'll learn it soon or later...
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#223
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Tests renders looks very nice, can someone build latest svn with this patch for windows?? Pleeeease
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Sorry for my English ![]() m3maqs.deviantart.com
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#224
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Quote:
that may not be the case, but it should be, imo. I personally thinkthe renderer should be totally decoupled from blender and fully threaded so that it can easily be replaced with some glue code by any other renderer of choice. If i were Ton I would seriously think abuot using some of the great open renderers out there and build blender around that, kind of like XSi and Mental Ray, but keep it open enough so that the render can be replaced if need be. There are already many open renderers ou there that outshine Blender's internal renderer by a large margin and only need some developer love to add the missing features. |
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#225
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okay back to tests....anyone got any?
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#226
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I compile today latest svn with ibl patch and this works great! i try post my tests later.
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Sorry for my English ![]() m3maqs.deviantart.com
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#227
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Cool info ! I need to learn how to compile blender...
Btw, another "cool" info : you might remember (Maqs especially) that soft reflections sucked when using nodes. For example, one layer of blurry reflections look(ed) good, but when using 2 layers, and combining them together, ugly artifacts appear(ed). Now, there is no problem... I don't know why, but it's cool, we can now have tri-lobe highlights using only raytraced reflections and no speculars... I'll show some tests if the results are worthy. |
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#228
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You guys have any idea how to add pimples or cuts with this skin setup? So far all the skin I've seen in this thread is basically perfect. Anybody up for this? I'm not good enough with Blender yet to do it but I wonder if it would work...
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http://www.cs.mcgill.ca/~jcottr |
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#229
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I believe you could do that with a bump map I assume for the pimples and the cuts probably the same if it is deep or paint it just on the uv map. I think all these test looks like perfect skin because they are just trying to get the base of the skin. All those details like cuts and pimples would be for a unique character. I could be wrong though.
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#230
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Do you mean, doing something more compact so as to manipulate easier the effects ? Well, it has advantages and inconvenients... Of course it can help to work faster (advantage
), but you'll lose some control doing so... And if you read the whole topic (I don't know if you did), you'll be able to design your own shader, based on the one we did, but not exactly the same... And you'll see that using the nodes is really powerfull (you have a lot of control of anything you do : for example, if you think that the global look of the skin lacks some contrast, you just need to add a "rgb curves" controller, and so on...) Of course it will require patience, but doing so, you'll know more about shading in Blender And btw, I don't know how I could add pimples, I am really not able to code anything about interface and all that kinda stuff
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#231
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Okey i find time to make tests on something more than just cubes.
![]() http://images28.fotosik.pl/215/52d252f708e3b688.jpg The lighting is the same on all heads (one spot) i only change hdr maps.
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Sorry for my English ![]() m3maqs.deviantart.com
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#232
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jueputa! thats sick
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#233
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good god! some one post a build with the IBL patch! P-P-P-Please! Maqs, thats sick, the first head is kinda eh, but the other two: wowza!
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#234
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Really nice work! Looking at all the renders I think the shader itself is fine, the missing ingredient is good texture maps. From using the fast_skin_sss shaders in mentalray I found you really have to push the textures quite hard, much more contrasty than you'd expect. Here's a post on zbrushcentral that is a great example of how to paint your texture maps for this kind of shader.
http://www.zbrushcentral.com/zbc/sho...d.php?t=057740 and the maps: http://www.zbrushcentral.com/zbc/sho...0&page=4&pp=15 |
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#235
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I think it has come to the stage where somebody puts up a little guide for people like me who want to achieve similar affects but have not much idea about all these technical lighting stuff.
Maybe somebody (on the first page) put up a notice saying hey download the latest realistic material here.
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The ThoughtScore Project thinkMoult.com - Your source for animation, artwork, music, graphics design, cooking (whoah), and much more to liven up your day! Laughter & Interest ensured!
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#236
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Quote:
When applying the patch gives several warning,the patch doesn't seem clean,maybe too difference with new svn code,I don't know. Last edited by renderdemon; 18-May-08 at 07:02. |
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#237
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textures on my head had to be contrasted at 1.8 to look decent.
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#238
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anyone try texturing the subdermal layer.
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#239
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The last pictures with Image Base Lighting look really great. Will this IBL patch be merged and is there available any build (at graphicall.org for example)?
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#240
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