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broken's Avatar
broken broken is offline
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Yes, it's that time again, the lead-up to a new release, which means the release notes have to be written. The release notes provide documentation of the new features, and give examples of how they work.

Of course, the release notes are also used as marketing, to show off the great new developments and for that there needs to be great looking images, movies and demo .blend files that can be displayed and offered for download from the blender website (credited, of course). I've already made a worked on some for node materials and the array modifer but we need more!

The current WIP release notes are still being written, but the examples there already could definitely use a facelift.

There's a load of new features that could use examples with an artist's touch:
  • Compositor node (example node setups for various tasks would be great!)
  • Vector blur
  • Node materials (lots of scope here to show what's possible)
  • Preview render
  • Render layers
  • Float render pipeline
  • Transmissivity
  • Anisotropic and fresnel shaders
  • New blending modes
  • Object Groups
  • Angle Based UV unwrapping
  • Array modifier
  • Fluid sim moving objects, Ipos and motion blur
  • Mesh modelling tools such as merge/collapse, path select, region to loop, 'around active' and 'individual face centers' transformation pivots
  • Sequence editor updates (caching, ffmpeg support, video scopes, UI facelift)
  • Python drivers
  • The various bullet/game engine updates
  • And more!

If you've ever wondered how you could give back to Blender development without being a coder or writer, this is your chance. If you can contribute, please post your work, (or links to it) and permission to distribute it in this thread or mail me. Thanks in advance for helping to make 2.42 another mind-blowing release!
............................................
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Last edited by broken; 03-Jul-06 at 14:37.
#1   Old 03-Jul-06, 14:20   
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mfoxdogg mfoxdogg is offline
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here is an example of composite nodes

It containes many nodes and 1 node group

http://img152.imageshack.us/img152/9624/untitled0ln.jpg

I hope its useful,
I hereby give you permission to distribute this image
............................................
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#2   Old 03-Jul-06, 23:50   
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RONIN RONIN is offline
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Toon edge w/nodes.






Animation mov.

Blend file link.

Thread
http://blenderartists.org/forum/showthread.php?t=71292

Hope the NPR style blenderheads can make use of this.

I hereby give you permission to distribute this image

Broken,
I can email the blend if this is useful to the cause.
Still looking for a permenent host.

Last edited by RONIN; 04-Jul-06 at 00:40.
#3   Old 04-Jul-06, 00:03   
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Particlese Particlese is offline
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Here's my version of a 3-strip Technicolor filter made with Blender's compositing nodes. I based it on the basic filter explanation here, but my version creates a slightly different output than the one shown there. It's also different from that produced by Scorsese in The Aviator, which is what I was going for, but I'm sure they did some other post processing, too.

Goal achieved or not, it does provide a nice saturation increase using all three RGB channels to produce each final channel, as opposed to normal hue-saturation adjustment. Here's an example of a picture processed with it:



Here's the .blend file. I've grouped the whole setup in the node editor, so you can append the filter easily to any other compositor setup.

If it's worthy of the release notes, feel free to use the images and blender file however you want. Good luck getting all the notes finished up!

Edit: Here's a screenshot of the collapsed nodes.

Last edited by Particlese; 04-Jul-06 at 21:46.
#4   Old 04-Jul-06, 02:35   
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http://www.deviantart.com/view/35413147/ Here is my short demonstration of transmissivity and total internal reflection, also using DOF and HDR background. http://www.deviantart.com/view/35260633/ is DOF which I use. If you will want to render animation in higher resolution, or only one frame, or .blend file... no problem, do whatever you want with it.
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#5   Old 04-Jul-06, 06:18   
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LukasT LukasT is offline
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Hi, i did render preview blend file.
But i can't understand why is the file so big.I put it in zip file.
Here is the link.

http://homel.vsb.cz/~tvr046/render_preview.zip
Have a nice day
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#6   Old 04-Jul-06, 07:27   
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I used both Node Composition and Render Layers in one of my latest artwork, maybe it corresponds to what you need.

here is the image
and here is the screenshot of the setup

Node composition is used for depth of field, and render layers because I wanted the DoF to act differently depending the layer.

And of course, I give you the permission to use these images in the release note or in any blender documentation.

I hope this will help
............................................
my portfolio
#7   Old 04-Jul-06, 09:28   
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ZanQdo ZanQdo is offline
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Hey broken, I got this video showing off vector motion blur in fluids.
http://www.3developer.com/wip/Gotas_MotionBlur.mov

Same with NO blur:
http://www.3developer.com/wip/GotaFinalNoBlurr.jpg

Vector blur nodes screen screen:
http://www.3developer.com/wip/fluid_compositing.jpg



This one has animated gravity and collition object, also composited:

Video:
http://www.3developer.com/wip/agua_final_low.avi

Screen:
http://www.3developer.com/wip/AguaFinal.jpg


And this one is just a nice strawberry pic showing nodes for the leaf :
http://www.3developer.com/wip/FresaNodes2.jpg
............................................
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Last edited by ZanQdo; 04-Jul-06 at 21:43.
#8   Old 04-Jul-06, 21:22   
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http://peecee.dk/?id=46325

Here is a relative simple render of a ball falling down in a container of water

no other things to notice other that the moving obstacle i the fluid sim...

I am also working on a boat moving through the water...
#9   Old 05-Jul-06, 01:23   
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Thanks everyone for the great response so far! There's a lot of nodes demos so far - that's great, but it just means we'll have to pick the most appropriate ones. Files demonstrating the lesser-tested features would be great too. Thanks again, and keep them coming!
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#10   Old 05-Jul-06, 02:22   
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shingoki shingoki is offline
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Hi... sorry, more nodes stuff, but I thought I'd wave it at you I have to say, the nodes are so very very nice, I guess everyone is just using them a lot

http://aircarrier.dev.java.net/nonav/images/mecha17.png

Nodes to get the metal showing beneath paint, mud with wet patches on feet, residue around vents etc.

I can write up some details on the node setup if it is at all interesting.

Feel free to use the image, let me know if anything else would be useful.
#11   Old 05-Jul-06, 23:03   
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cekuhnen cekuhnen is offline
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mh it seem sthat some how my first post got lost.

broken, check this thread:
http://blenderartists.org/forum/showthread.php?t=71722

i hope you might be able to find it usefull for the docs. you can tale it or even change things to make it fit.

claas
............................................
C l a a s E i c k e K u h n e n
Assistant Professor Industrial Design
Kendall College of Art and Design
#12   Old 10-Jul-06, 04:03   
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cekuhnen cekuhnen is offline
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here is my try of a plain toon shader.

it does not take into account special specular or shadows.
that means even without light bender glows.

i tried to restrict parts of a surface shader (mapper, vector curve, and others) so that you can get hard edges between shadow, diffuse, and specular but i had no luck.

i am not even sure if that is possible with blender.

maya offers a litle bit more access to mapping modes and surface informations.

you could stick in a surface shader in the first node of course but that you have a smooth surface and not solid color for the dark areas plus no hard edge.

anybody has a tip?

to nice part is that you can combine even two normal surface shaders. you have a toon like transition between both shaders but the rest of the toon character looks smooth.

............................................
C l a a s E i c k e K u h n e n
Assistant Professor Industrial Design
Kendall College of Art and Design
#13   Old 10-Jul-06, 09:11   
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cekuhnen cekuhnen is offline
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hey

i just found out something fun.

with mixing four times the same shader together, but each shader has a minimal different bump map, you can not only create quite smooth blured reflection with byfar less visible grain but also does it simulate for some degree the reflection fall off. objects which will be more far away from the reflective surface will have a by far less strong reflection than something close.



i can post the blend file if there is interest in it.

the rendering takes not too much longer, sure it is slower but it is not slowing down too much.
............................................
C l a a s E i c k e K u h n e n
Assistant Professor Industrial Design
Kendall College of Art and Design

Last edited by cekuhnen; 10-Jul-06 at 23:08.
#14   Old 10-Jul-06, 21:43   
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Example for the compositing nodes system:



Here's the movie file: http://www.cessen.com/storage/section_c/fire_hell.mp4

Here's the node layout (the simpler nodes are collapsed): http://www.cessen.com/storage/sectio...site_nodes.png

And here's the .blend file: http://www.cessen.com/storage/sectio...l_packed.blend

Full permission is given to distribute, copy, and modify these files for any purpose.
#15   Old 10-Jul-06, 22:29   
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Excellent stuff guys, this is a really great response, much better than previous years! I'll try and get to integrating these with the release notes this evening or tomorrow.

Cheers!

Matt
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#16   Old 11-Jul-06, 00:06   
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cekuhnen cekuhnen is offline
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you are welcome. i am glad to see that the material nde system is quite usefull already. while it is basicaly a material mixer and not true material tree generator it is quite great what you can do with layerd shaders in blender.

what i miss is the fredom to for example to just take the reflection output of one shader and combine that together with a different surface material.

i am curious to see where this will go to in te next versions.
............................................
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Assistant Professor Industrial Design
Kendall College of Art and Design
#17   Old 11-Jul-06, 00:38   
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Quote:
Originally Posted by broken
Excellent stuff guys, this is a really great response, much better than previous years! I'll try and get to integrating these with the release notes this evening or tomorrow.

Cheers!

Matt
this evening, tomorrow? I'm just tickled to download the release when it comes out (if the bandwidth doesn't overload before I have a chance)

Cekuhnen:

I think one of the next major node additions will be when the pynode is completed which will take python scripting for shader calculation.

The blurred reflection and falloff looks really nice though, I didn't think Blender would be able to do that because there's surely no options for it.
#18   Old 11-Jul-06, 01:48   
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cekuhnen cekuhnen is offline
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ya finaly blender can do it because of the mixing of different shader results together.

also i noticed that today on one of my outback steak house knifes, the specular are splitt between full reflection of the isotropic specular and when the light fall in degree is very small you see an anisotropic specular. at one angle you even saw the blade covered with the anisoropic specular while the cender of the blade was reflecting a perfect isotropic specular.

for that you just need layered materials!
............................................
C l a a s E i c k e K u h n e n
Assistant Professor Industrial Design
Kendall College of Art and Design
#19   Old 11-Jul-06, 02:32   
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plan is to release thursday/friday, with total cvs freeze on wednesday....

Aligorith
#20   Old 11-Jul-06, 02:33   
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