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  1. Thread: GLSL Viewport

    by m9105826
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    2
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    170

    Blender's viewport uses GLSL, but you can't just...

    Blender's viewport uses GLSL, but you can't just drop your own in without diving into the C/C++ source of Blender as a whole. You can do a bit more with the Game Engine viewport, but don't expect...
  2. Well, Disney is almost certainly using it...

    Well, Disney is almost certainly using it internally.
  3. Replies
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    283

    Add shaders will more than likely add excess...

    Add shaders will more than likely add excess energy to your scene, and therefore it's incredibly easy to create shaders that will never converge.
  4. Replies
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    2,261

    Multires is pretty broken. I've never had a...

    Multires is pretty broken. I've never had a single multires sculpting experience in Blender in nearly a decade that didn't eventually lead to some kind of broken showstopper of a problem. The devs...
  5. Thread: Strand Gpu

    by m9105826
    Replies
    13
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    1,434

    I believe it relies on OpenGL 4.0, is unfinished,...

    I believe it relies on OpenGL 4.0, is unfinished, and aims to use the tessellation engine in modern GPUs to offload some of the strand creation/drawing to eventually speed things up once the future...
  6. Thread: Retopology

    by m9105826
    Replies
    9
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    924

    Nearly every model requires retopology during...

    Nearly every model requires retopology during production. Often up to a dozen different times. In most movies you watch, "hero" characters have dozens of different models and rigs for different...
  7. I'm not quite sure I understand the grief in the...

    I'm not quite sure I understand the grief in the original post. Blender's pull-n-build process is about as painless as you can get for a project of its size.
  8. Cycles is actually the only one I know of that...

    Cycles is actually the only one I know of that doesn't square roughness internally. Caused a bit of a headache when I was working on the Blender primer for Quixel.
  9. Hint: if there were a more efficient cost/core...

    Hint: if there were a more efficient cost/core method of developing massively parallel networks, it would already be in use by much smarter people than you or I.

    Related to Blender, there is...
  10. Replies
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    120,585

    You're missing point of the post you replied to....

    You're missing point of the post you replied to. Animated material values do not update properly when rendering opengl animations, which really throws a wrench in the utility of the branch.
  11. Good. Now we need vertex creasing.

    Good. Now we need vertex creasing.
  12. I have a Cintiq and a Yiynova MVP22U and I'd pick...

    I have a Cintiq and a Yiynova MVP22U and I'd pick the Yiynova any day of the week. The pressure sensitivity is better, the parallax issues are much smaller, and the handheld hotkey stick is the...
  13. Replies
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    120,585

    http://perso.telecom-paristech.fr/~boubek/papers/F...

    http://perso.telecom-paristech.fr/~boubek/papers/FLC/

    Interesting new approach to interactive GI that is forward rendering pipeline friendly. May be of some use.
  14. Why would you ever add to an energy conserving...

    Why would you ever add to an energy conserving shader? That's a one way road to a non-converging render.
  15. Phi for Blender and Cycles is, currently,...

    Phi for Blender and Cycles is, currently, useless. I have family at Intel, I've built and tested several custom ICC Blender builds with various Phi cards over the years. The results have been so...
  16. Shift + D, then P.

    Shift + D, then P.
  17. The python add-on project is dead. It simply...

    The python add-on project is dead. It simply wasn't possible to do everything that needed to be done in pure python while maintaining flexibility and speed (or at all, in the case of some features)...
  18. Replies
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    1,255

    Any word on the ability to draw our own slices?...

    Any word on the ability to draw our own slices? It's hard to justify a purchase for a tool we can't art direct.
  19. Thread: uv mapping

    by m9105826
    Replies
    26
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    1,041

    Sounds like you need to learn how to do UV work....

    Sounds like you need to learn how to do UV work. Blender's UV tools are pretty close to the top of the heap in terms of 3D suite built-in solutions. It's one of the few things people actively seek...
  20. Replies
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    2,765

    You'd think they would have learned from Unity's...

    You'd think they would have learned from Unity's performance and optimization issues and stayed away from C#.
  21. Replies
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    120,585

    Animated material values seem to be broken. Not...

    Animated material values seem to be broken. Not sure if they ever worked, but it limits the utility for the branch to be used for real-time animation renders.
  22. Replies
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    1,832

    It doesn't make much sense in Blender, but most...

    It doesn't make much sense in Blender, but most other apps use UDIM for easy painting of areas with differing detail with automatic texture assignment. It's an easy workflow without the drawbacks of...
  23. If it weren't for kernel size constraints on the...

    If it weren't for kernel size constraints on the GPU, I'd say we should go full-on Substance level with our procedurals.
  24. Replies
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    26,682

    Is that slow speed in the Realflow demo from the...

    Is that slow speed in the Realflow demo from the Alembic reading or Blender's viewport?
  25. Replies
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    9,141

    Asking for BiDir on the GPU so that you can...

    Asking for BiDir on the GPU so that you can render fancy scenes fast is like asking trading all of your gasoline for a motorcycle so that you can get somewhere faster. Yeah, you've technically got a...
  26. So can anyone with a mirrorless camera and a...

    So can anyone with a mirrorless camera and a flashlight... or even a smart phone and a flashlight.
  27. Replies
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    9,141

    In practice, it doesn't really make things any...

    In practice, it doesn't really make things any faster with forward path tracing, just spreads out noise over more places. Full convergence still takes a very long time, you just get to see caustics...
  28. There's nothing especially great about this. Any...

    There's nothing especially great about this. Any camera with enough resolution can do this, the algorithm to reconstruct normals from images with lights at certain positions has been known for a very...
  29. Replies
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    9,141

    There's nothing inherently more realistic about...

    There's nothing inherently more realistic about bidirectional path tracing. By definition it will converge to the exact same result as forward path tracing given enough samples. The only thing that...
  30. Bump maps are automatically derived from...

    Bump maps are automatically derived from displacements if displace mode is set to Both.
  31. Replies
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    1,188

    Honestly? Because arch firms often don't have...

    Honestly? Because arch firms often don't have very technical artists and will pay more. In many cases, especially with modern consoles, the assets between the two aren't substantially different, and...
  32. Replies
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    Not sure what you mean, considering that very...

    Not sure what you mean, considering that very little of Blender aside from the GUI elements is actually written in python. It isn't possible to code a large project without bugs. It's the nature of...
  33. Replies
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    I mean, aside from caustics and very corner-case...

    I mean, aside from caustics and very corner-case indirect lighting cases, not a lot of value is added with vanilla BiDir, especially considering the tradeoffs that come with it. Caustics are the...
  34. Replies
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    9,141

    This is really a pointless argument. Even if...

    This is really a pointless argument. Even if everyone were to concede that caustics are the be-all-end-all of amazing lighting effects that no one can do without(they're not), what then? There's no...
  35. Replies
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    9,141

    I don't see forward path tracing going anywhere...

    I don't see forward path tracing going anywhere in favor of BiDir any time soon, and it really has nothing to do with hardware. Caustics are easy to fake (you can look at my ubershader for the node...
  36. Replies
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    120,585

    On a related note, a ton of Cycles' procedural...

    On a related note, a ton of Cycles' procedural textures got added to the GLSL view in master today. I guess we can expect these in the next release as well?
  37. Replies
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    The skin modifier is kind of garbage for trees in...

    The skin modifier is kind of garbage for trees in its current iteration. Branching is often completely broken with flipped normals/branching directions that can only be fixed manually after applying...
  38. Replies
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    120,585

    Very cool! One step closer to Cycles/Realtime...

    Very cool! One step closer to Cycles/Realtime feature parity.
  39. Replies
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    9,141

    My vote is for GPT to get some Cycles love ;D

    My vote is for GPT to get some Cycles love ;D
  40. Replies
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    Both of those CPU + GPU implementations only use...

    Both of those CPU + GPU implementations only use the GPU for intersection testing when using them together, and support only a subset of features when using GPU only. The next two are "toy" renderers...
  41. Replies
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    9,141

    Caustics can be separated out (in fact they're...

    Caustics can be separated out (in fact they're already separated in Cycles) and done via photon mapping, but then energy conservation and accuracy are very difficult to maintain. You'd also have to...
  42. Replies
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    And for the record, Arnold doesn't have bidir and...

    And for the record, Arnold doesn't have bidir and Renderman only supports a very small subset of bidirectional techniques, and when they're enabled the flexibility of the shot you're creating...
  43. Replies
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    858,186

    If you're only using BI for OpenGL rendering, I...

    If you're only using BI for OpenGL rendering, I highly recommend you kick Blender master to the curb and pick up the PBR branch from Clemente. That branch is what BI OpenGL rendering wishes it could...
  44. Replies
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    www.render.st is by far the best...

    www.render.st is by far the best Blender-compatible render farm I've ever used. Although to be honest if you do an hour or so of research you can roll your own AWS render farm and cut out the middle...
  45. Replies
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    2,789

    Why? Because AMD has garbage drivers and garbage...

    Why? Because AMD has garbage drivers and garbage support for the OpenCL standard in its compiler. Every piece of OpenCL code in Blender is compliant with the standard. AMD, rather than actually...
  46. Thread: Houdini 15.5

    by m9105826
    Replies
    10
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    1,279

    Being able to control bevel with curve points...

    Being able to control bevel with curve points like that is an incredibly nice feature that's been around for a while in Modo and C4D. It's a pity that it would be such a pain to implement in Blender,...
  47. Replies
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    1,787

    Because materials and BVH can change between...

    Because materials and BVH can change between every frame, and there's not really a good way to check for this that isn't just as slow as rebuilding.

    As for why a raytracer can't implement...
  48. Replies
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    I'm not sure where this idea that Cycles can't do...

    I'm not sure where this idea that Cycles can't do NPR comes from. IMO Cycles is far more flexible for stretching the limits of creative shader and lighting authoring than BI ever was. Add in OSL and...
  49. Replies
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    Anyone who could look at that and think "Yeah,...

    Anyone who could look at that and think "Yeah, that's better than the current way!" is either trying to sell said equipment, or lives in a fantasy world. The SpaceMouse can't even gain market...
  50. Replies
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    That's absolutely a gimmick. After waving their...

    That's absolutely a gimmick. After waving their arms around for a day, standing, getting tangled up in cords, bumping into stuff, and finding that they have access to less accuracy and fewer control...
  51. Replies
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    There's no real reason to convert at all, leaving...

    There's no real reason to convert at all, leaving hair and fur as particles is fine all of the way to the end of the pipeline unless you really need hair to be mesh-based for some reason.
  52. Replies
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    Indeed, Blender's lack of ability to select...

    Indeed, Blender's lack of ability to select obviously contiguous loops around tri-poles is one of my biggest complaints about the loop-select tool. Unfold3D solves this with a really great min/max...
  53. Replies
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    You should probably use Mari before talking about...

    You should probably use Mari before talking about how to be better than it. Its painting principles are very different from Blender's at the most fundamental of levels, which allows easy painting of...
  54. There's no way to generate vector displacements...

    There's no way to generate vector displacements with Blender at the moment. It would be trivial to add a baker that uses multires sculpts to generate one, since multires is more or less stored as a...
  55. Adding paper sizes and DPI would be really easy...

    Adding paper sizes and DPI would be really easy to do via an addon. If you'd like a good example of where to start, the Auto-Tile addon does a similar job of constraining the numbers in the...
  56. Replies
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    It's already been brought to the attention of...

    It's already been brought to the attention of Clemente, who is working on the (very awesome) PBR branch. No word in quite some time on what's going on with the official Blender viewport project...
  57. So am I going crazy, or am I looking at vector...

    So am I going crazy, or am I looking at vector displacements here? :D

    I was going to try a similar experiment but haven't yet had a chance.
  58. Replies
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    It's just a plain glass node. Make sure you have...

    It's just a plain glass node. Make sure you have a probe enabled under the object's object properties.
  59. Replies
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    4,151

    Modeling in actual 3D space is tiring and...

    Modeling in actual 3D space is tiring and annoying. It might look cool, but the existing tools for control are garbage compared to a mouse or pen+tablet. They aren't accurate enough, and without any...
  60. Thread: BoolTool 0.2

    by m9105826
    Replies
    313
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    127,935

    I think you're going to get a lot of people...

    I think you're going to get a lot of people wanting it changed back. Is there a specific reason it was changed? The old keymap was about as intuitive and easy to remember as anything I've ever seen.
  61. Replies
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    2,764

    It's probably worth taking a look at the old...

    It's probably worth taking a look at the old PreSel add-on. It already treaded nearly all of the ground necessary to get nice preselection highlights with bgl.
  62. That's an even bigger deal, IMO. There is nothing...

    That's an even bigger deal, IMO. There is nothing out there even close to Mari in the free space. Blender is the next closest thing for texture painting, and it's still leagues away. Having the...
  63. Replies
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    Without getting at all technical: Because it's...

    Without getting at all technical: Because it's not at all easy to write a scheduler + bucket system like that, especially on the GPU. It took Chaos Theory years to get their partitioning system to...
  64. Replies
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    Oh yeah, I'm not implying that anyone should want...

    Oh yeah, I'm not implying that anyone should want to write modifiers in a scripting language. I was saying it would be really nice to have a system that could automate the generation of new bindings...
  65. Replies
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    It's definitely not an either/or situation. Most...

    It's definitely not an either/or situation. Most other 3D packages include multiple scripting and add-on creation APIs. Python, Lua, C/C++, and even some obscure ones like Boo can be found across the...
  66. Replies
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    Nothing out there even comes close to speed tree,...

    Nothing out there even comes close to speed tree, and definitely nothing in Blender.
  67. Replies
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    Can anyone explain how they're getting alpha...

    Can anyone explain how they're getting alpha masking? I've tried every combination I can figure out and the only progress I've been able to make is either using the ugly Add blending mode, or putting...
  68. Oh yeah, absolutely still a great resource. It's...

    Oh yeah, absolutely still a great resource. It's one of the models/texture sets I use when testing new releases for my shaders.

    Here is a really great resource for real-world SSS values for skin...
  69. No offense to Andrei, and I'm not just saying...

    No offense to Andrei, and I'm not just saying this because I sell a competing skin shader pack for Cycles... but I've had a look at that shader in the past, and it's based in pretty much nothing. It...
  70. Replies
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    Just to note, Lukas Stockner has a patch in the...

    Just to note, Lukas Stockner has a patch in the works that includes a proper NK-data shader. This looks to be a good stop-gap until that's ready though.
  71. Vector displacements are a must, and really...

    Vector displacements are a must, and really aren't that difficult to implement. Baking them is another matter, currently you have to get them from an outside source. But at the moment, vector...
  72. Replies
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    What are you having trouble with? Just apply the...

    What are you having trouble with? Just apply the displacement map and set your dicing rate.
  73. Replies
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    Holding out hope for any of the Gooseberry hair...

    Holding out hope for any of the Gooseberry hair features not currently in master is a fruitless effort. Particles and physics are on the roadmap to be completely torn out and built from scratch, and...
  74. Replies
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    I really hope that if inspiration is taken from...

    I really hope that if inspiration is taken from an external app, it's NOT UVLayout. I have no idea how it's survived this long, it's literally like stepping back into the early 2000s. Unfold3D is...
  75. I took a stab at this a while back, made some...

    I took a stab at this a while back, made some decent progress, but ran into issues trying to do everything in pure python. I brought this up to some of the devs, and from that conversation the...
  76. Replies
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    Just to be clear, is there currently a way to get...

    Just to be clear, is there currently a way to get smooth alpha transitions in the viewport? It seems to be all-or-nothing in all of my tests here.
  77. Replies
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    There would be quite a bit more involved with...

    There would be quite a bit more involved with getting UDIM properly integrated. We would need a way for each (X, Y) tile of the UV layout to have its own resolution to properly integrate with the...
  78. Replies
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    12,700

    So has anyone mentioned that, despite having been...

    So has anyone mentioned that, despite having been an Autodesk employee since February, Brecht has been more active in Blender development than he's been since he started at Solid Angle? Even in...
  79. Replies
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    Very interesting paper. This may be worth looking...

    Very interesting paper. This may be worth looking at too. It's a very clean real-time SSS implementation, nice code examples too.
    ...
  80. Many studios are actively moving away from their...

    Many studios are actively moving away from their GPU pathtracing preview systems in favor of real-time material previewing, which (GI aside) has gotten to the point where you can very accurately view...
  81. In 5 years GPUs with have 32Gb. Leaving aside the...

    In 5 years GPUs with have 32Gb. Leaving aside the fact that that's barely enough for today's scenes in many cases, that's not even extrapolating for the size of production scenes in 5 years. Models...
  82. GPU path tracing is, at best, a cool toy as far...

    GPU path tracing is, at best, a cool toy as far as production animation is concerned. At worst, it's a drain on limited resources that could be better spent on battle-proven R&D. And I'm not just...
  83. Replies
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    12,700

    That's... not true at all. In 2016 there still...

    That's... not true at all. In 2016 there still isn't a competitor to the ICE system or Lagoa multiphysics. Houdini is trying really hard to be that package though.
  84. Replies
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    Going to go ahead and trust the people I know...

    Going to go ahead and trust the people I know over at Solid Angle about what this transition means for them and their livelihood over the autodesk doom and gloom crowd around these parts, sorry....
  85. Replies
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    Eh, Marcos wouldn't have made the deal if it...

    Eh, Marcos wouldn't have made the deal if it weren't great for the future of Solid Angle and Arnold, and he DEFINITELY wouldn't make a deal where he loses creative control of his baby. This seems...
  86. Replies
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    Just because you've removed noise doesn't mean...

    Just because you've removed noise doesn't mean you're not going to get flickering artifacts. If your only goal was to get rid of noise, you could just Gaussian blur the hell out of everything....
  87. Replies
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    FXGuide plays fast and loose with facts and...

    FXGuide plays fast and loose with facts and quotes and always has. Hyperion and Glimpse have denoising and adaptive sampling options, but just like Hyperion's bidirectional techniques, they're very...
  88. Indeed, big studios don't get around the noise...

    Indeed, big studios don't get around the noise problem by making a magical noise-free path tracer, the get around it by having farms that can spend hundreds of thousands of CPU hours cranking out...
  89. Replies
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    Providing some example scenes would be much...

    Providing some example scenes would be much appreciated, especially for some of the more advanced effects shown off in the most recent demo vid. The lamp volume + world volume at the end is...
  90. Replies
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    Eh, nothing's ever "finished" in a renderer....

    Eh, nothing's ever "finished" in a renderer. Places where big gains can still happen include deformation blur, hair (could be soon, as Sergey is working on oriented bounding boxes for strands),...
  91. Replies
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    http://www.labri.fr/perso/guenneba/publi/MultiResM...

    http://www.labri.fr/perso/guenneba/publi/MultiResMeshes4HWTess_EG2016.pdf


    https://vimeo.com/153211631

    This might be worth looking into. I know OSD is being used as the backend right now, but...
  92. Replies
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    That's really just a path tracer thing. It's not...

    That's really just a path tracer thing. It's not an algorithm really designed with low-poly + smooth normals. The only path tracer I know who has even breached the issue is Thea, and they warn that...
  93. Replies
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    Single mesh. It's using OpenSubdiv to tesselate,...

    Single mesh. It's using OpenSubdiv to tesselate, I believe.
  94. Replies
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    858,186

    Dicing is based on the amount of screen space...

    Dicing is based on the amount of screen space taken up by a given point in pixels. For that image the camera was placed at the bottom right hand corner facing the top left corner with dicing size set...
  95. Replies
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    Is there a build (linux or win) sitting around...

    Is there a build (linux or win) sitting around for the microdisplacement branch? No luck building here.

    EDIT: Never mind, got it building.

    Maaaannnn... render-time adaptive SubD is coooool.
    ...
  96. Studios not using blender has nothing to go with...

    Studios not using blender has nothing to go with UI, Cycles, open source hatred, or any of the other crazy conspiracies that pop up around here from people who have never stepped foot in a production...
  97. Replies
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    1,381

    You're assuming that math nodes put out a value...

    You're assuming that math nodes put out a value that could be expressed by a single node, but that's rarely the case. A math mode can output a completely different value for each pixel, or object...
  98. Replies
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    5,314

    People need to rein in their expectations here....

    People need to rein in their expectations here. GPU out-of-core memory access will be very slow unless some massive motherboard-level architecture changes happen in this coming generation. Constant...
  99. Replies
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    858,186

    That would work if Blender/Cycles converts LDR...

    That would work if Blender/Cycles converts LDR images to high bit depth values internally, but I'm not sure how that's stored. I suppose if it's all converted to pure scalar floats internally then a...
  100. Replies
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    That would only adjust the amount of displacement...

    That would only adjust the amount of displacement in different directions. But different programs output different colors as the "base level" for displacement textures, especially those that don't...
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