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  1. That's a separate thing from fresnel, it fixes...

    That's a separate thing from fresnel, it fixes the darkening at high roughness values. It's especially noticeable with frosted glass materials.


    f0 = 0.04 corresponds to an IOR of 1.5 or so and...
  2. Padding is needed with mipmapping to prevent (the...

    Padding is needed with mipmapping to prevent (the risk of) black edges along UV seams due to changing mip levels. At a lower res, the UV shell might hang past the painted region, so you need to pad...
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    Depending on how Cycles allocates textures,...

    Depending on how Cycles allocates textures, storing things in the color field instead of multiple point clouds might require Cycles to use significantly more memory. At least assuming point density...
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    @cgstrive - Thanks, bound SOP attached to the...

    @cgstrive - Thanks, bound SOP attached to the cache seems to do the job perfectly.

    I've made a new, better test scene for this, located here:...
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    If anyone's lamenting the fact that this doesn't...

    If anyone's lamenting the fact that this doesn't work for volumes, turns out converting your volume to a point cloud and rendering it with the point density texture works pretty well:

    445969
    ...
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    This seems like a fairly significant limitation,...

    This seems like a fairly significant limitation, no? Generally you want to keep the island scale relative to the size of the mesh, so a given surface area in UV space roughly corresponds to the same...
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    It's called a terminator artifact, it results...

    It's called a terminator artifact, it results from the smooth shaded and bump/normal mapped surface not aligning with the actual geometry. You can fix it by either lowering the strength of the...
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    Use a math node in "greater than" or "less than"...

    Use a math node in "greater than" or "less than" mode on the color mix node's factor input, should give the result you want.



    @lich the terminator problem is a shortcoming of normal smoothing,...
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    Summer Still Life

    Still life composition has always been a bit of a nebulous mystery to me, so I tried my hand a making one to get a better handle on things. I'm pretty happy with the result. Thanks to the people in...
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    Wow! That's already a huge improvement over the...

    Wow! That's already a huge improvement over the old packing. Can't wait to see what the other upgrades bring!
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    You can clip any gradient to a sharp line just by...

    You can clip any gradient to a sharp line just by checking if it's greater/less than some threshold, and outputting 1 or 0 based on this. Which you can do with just a math node ("greater than" and...
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    We've made use of it for limited things, the...

    We've made use of it for limited things, the problem comes when you duplicate a reference to a file that contains nested references. The namespace only increments for the first level. So if you have...
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    Update: Moar samples, less DoF blur, dirtier...

    Update:

    Moar samples, less DoF blur, dirtier lantern, tablecloth removed, added some detail to the table textures, tweaked the lime to look more like a lime, reworked the beer foam (but now it's...
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    Summer Still Life

    444160

    I've been working on a 3D still life project, and wanted some feedback on how to improve the composition and make it more realistic. Composition, especially of "still life"-type shots is...
  15. Thread: kitchen

    by J_the_Ninja
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    I'm hardly a good kitchen/interior designer...

    I'm hardly a good kitchen/interior designer myself, so I'll keep it to the technical stuff:

    The texture on the drawers and cabients very obviously repeats. Veeneer might have some repeating forms,...
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    One thing that might help the waterwheel is to...

    One thing that might help the waterwheel is to add some secondary elements, such as whitewater and bubbles. You should be able to get some whitewater by setting up a particle system to also flow down...
  17. The way to do this is to use a position pass to...

    The way to do this is to use a position pass to scale the mist/depth data to give the gradient you want. Annoyingly, Cycles doesn't have a position pass (I have no idea why) so you need to use a...
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    Are they two separate objects in a group and...

    Are they two separate objects in a group and you're instancing the group? If so, check the "whole group" box in the particles panel. That will copy the entire group onto each particle instead of...
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    Portals only work for the world light, so forget...

    Portals only work for the world light, so forget that part.

    Is your light behind glass? (or translucent/SSS shaders?) Don't try to illuminate scenes with light that shines through a shader, you'll...
  20. What's the benefit of using separate maps for...

    What's the benefit of using separate maps for reflection and camera? Cycles has to load all of them (no mipmapping/tilecache/streaming texture support). Does it improve performance when you don't...
  21. No, it only affects saving the final image. The...

    No, it only affects saving the final image. The render itself is always in 32bit float.
  22. Did you remember to set your image node to "non...

    Did you remember to set your image node to "non color data" to disable gamma correction?
  23. Yeah, don't do that. :) Cycles expects normals in...

    Yeah, don't do that. :) Cycles expects normals in world(?) space for that input. Use the normal map node to convert a tangent-space normal map into Cycles' normal format, that's what it's there for.
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    I want give a quick shoutout to cgstrive for all...

    I want give a quick shoutout to cgstrive for all the test files. I've come in here a few times thinking "maybe I can provide some maya or houdini alembics to help make sure things work" only to find...
  25. Looks like you have particle subframes disabled....

    Looks like you have particle subframes disabled. Do your particles show the same gap pattern? If so you'll need to increase substeps there to get a continuous particle trail in order to get a smooth...
  26. You just drive emission by the density or heat...

    You just drive emission by the density or heat attributes instead of the flame attribute ("heat" might require a nightly build, can't remember if that made it in 2.77). Basically, treat it as a...
  27. No, it does work. Did you check that your...

    No, it does work. Did you check that your midlevel setting on the diplace modifier is correct? It needs to match what you set for the "mid" slider in Zbrush. Also, be sure your map color space is set...
  28. GPU render mode likes big tiles (256 or 512px, or...

    GPU render mode likes big tiles (256 or 512px, or even larger). CPU render mode likes small tiles, 32 or 16px. The default tile size is a compromise for CPU and GPU. There's an addon called "auto...
  29. Those values work with the overall max depth...

    Those values work with the overall max depth settings, you get whichever value is lower for that ray type. So if you have max=12, diffuse=4, glossy=16, you get 12 glossy bounces and 4 diffuse...
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    https://developer.blender.org/rBa2bb48080d59879b43...

    https://developer.blender.org/rBa2bb48080d59879b43309ae5c27e9ffda053a4d8

    Really happy to see this one. Looks almost identical to Maya's "normalize" tool, which I really miss in Blender.
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    You already have baked data, but it is not up to...

    You already have baked data, but it is not up to date with sim changes you've made, hence the cache being "outdated". You need to click "free bake" to clear the existing cache data, then you can bake...
  32. Branched path integrator is significantly faster...

    Branched path integrator is significantly faster than the regular path tracing integrator on empty space in most cases. Just make sure it's set up properly (minimum # of AA samples, do the rest with...
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    I think the plan is for Blender to eventually do...

    I think the plan is for Blender to eventually do this automatically, that just isn't added yet. Some discussion on the best way to do it is here: https://developer.blender.org/D1990

    Btw, some...
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    Most of the look comes from the texturing and...

    Most of the look comes from the texturing and lighting, not the shader itself.



    Yep, that's basically it. Maybe mix diffuse with SSS prior to mixing with glossy, but beyond that it's all in...
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    Well, if your software doesn't have a shader with...

    Well, if your software doesn't have a shader with a metallic input, you won't get much use out of map data for a metallic input. Cycles does not have one built in, but since Cycles works by stacking...
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    You can. That's not what UDIM is for, really....

    You can. That's not what UDIM is for, really. Have you read this before? If not, flip through it, should help things make more sense: https://www.fxguide.com/featured/udim-uv-mapping/

    Basically,...
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    This is a metallic/roughness shader in Cycles:...

    This is a metallic/roughness shader in Cycles: http://blenderartists.org/forum/attachment.php?attachmentid=439728&stc=1

    Don't overthink this, it's supposed to be a simplication, after all. A...
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    Kinda shameless self-promotion (or is it with...

    Kinda shameless self-promotion (or is it with shame because I added this disclaimer?) but I made a tutorial about UDIM in Blender here:

    https://www.youtube.com/watch?v=_yczciMYv4Y
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    If you want to invest in messing around with...

    If you want to invest in messing around with AMD's OpenCL compiler and its spotty ability to compile Cycles, go right ahead. I have better things to do with my time. Looks like an amazing midrange...
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    So import of meshes with varying # of verts will...

    So import of meshes with varying # of verts will be limited to a single frame in the initial implementation?
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    Guessing render times is almost impossible. It's...

    Guessing render times is almost impossible. It's completely impossible when we don't know what hardware you're using. Couple of things I can think of to mention though:

    - 2 minutes at 24fps is...
  42. Houdini calls it "principled shader". I thought...

    Houdini calls it "principled shader". I thought that was simple, descriptive, and not messing with the mouse lawyers.
  43. This is multiple levels of semi-educated...

    This is multiple levels of semi-educated guessing, but here goes:

    When doing the progressive render, I believe Cycles actually does a tiled render with 1 sample per tile, updating the screen once...
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    [SOLVED] Transparency depth = transparent BSDF (has it's...

    Transparency depth = transparent BSDF (has it's own min and max)
    Transmission depth = glass/refraction/translucent BSDF (shaders which transmit light, but distort it in some way beyond simple...
  45. Most render engines split quads into 2 triangles...

    Most render engines split quads into 2 triangles for performance reasons, Cycles is no different. The artifacts in your smooth shaded render appear to be terminator artifacts, they will be...
  46. Will grayscale byte textures be supported...

    Will grayscale byte textures be supported eventually? (I assume GPU support will require bindless textures?)
  47. That's correct, it's a sort of approximation of...

    That's correct, it's a sort of approximation of indirect shadows meant to pair with an ambient light source. Cycles solves indirect shadows directly like all path tracers do, and it does not have an...
  48. About the restrictions: 6x 4k patches per channel...

    About the restrictions: 6x 4k patches per channel is still pretty big. There's only so much geo that one or two people can make in the first place. Also, the "5 objects" thing sounds a lot worse than...
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    This is not supported, the smoke sim data was...

    This is not supported, the smoke sim data was simply not meant to be used this way.

    That said, if you have access to Houdini you can import Blender 2.77's new OpenVDB caches, strip away the grids...
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    The "composite" node is the one that feeds your...

    The "composite" node is the one that feeds your composite chain back into the render buffer. Make sure you have one and that it is connected to the same node as the viewer you're previewing with. Or...
  51. It's data storage optimizations, not texturing in...

    It's data storage optimizations, not texturing in general. So no, no procedural stuff. There's other things that can use the planned optimizations besides image textures though, like smoke/point...
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    It's unknown atm. GSOC projects don't necessarily...

    It's unknown atm. GSOC projects don't necessarily make it to final release, plus the plans for 2.8 aren't finalized. So that's something that will be decided on a case-by-case basis sometime in the...
  53. Should be the cheapest way to get a frontend for...

    Should be the cheapest way to get a frontend for Arnold or Redshift if that interests anyone. Especially for me, since I'm an indie subscriber already. (been trying to learn Houdini and improve my FX...
  54. I think I might be the only Cycles user more...

    I think I might be the only Cycles user more excited for the texture storage improvements than the de-noiser. If DingTo's project goes according to plan, it means the end of the 5-float-texture...
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    How can you tell the curved thing is just a...

    How can you tell the curved thing is just a gimmick? When you ask the manufacturers what the curve is for and how steep of a curve is best, every single one will give a different answer. ;)
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    Blender can only report the amount of memory it...

    Blender can only report the amount of memory it asked the driver for. It can't track how much the driver actually allocated for various reasons, and how much VRAM was already in use by other...
  57. It's already possible to do in OpenCL mode, the...

    It's already possible to do in OpenCL mode, the CPU is treated essentially as a second GPU. There's no swapping, a full copy of the scene is stored in both system RAM and VRAM. The CPU has all the...
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    With procedurals (and box mapped images) there's...

    With procedurals (and box mapped images) there's another option too, using global coordinations. Instead of using the texture coordinates node, use the geometry node's "position" output. This will...
  59. This intermezzo was brought to you by Nvidia's...

    This intermezzo was brought to you by Nvidia's marketing dept. :p
  60. Use OpenEXR Multilayer, that will preserve what...

    Use OpenEXR Multilayer, that will preserve what you have in the render buffer as-is. That's basically the purpose OpenEXR was designed for, a generic format for framebuffer dumps to...
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    Lots of people like the workflow "PBR" game...

    Lots of people like the workflow "PBR" game engines have with a fixed shader that you just add textures and tweak parameters on. Plus tools like Substance are designed around exporting to such a...
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    Is that a single mesh in your screenshot? Or does...

    Is that a single mesh in your screenshot? Or does it just pick a single level for each object?
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    The world AO thing in Cycles is actually an...

    The world AO thing in Cycles is actually an ambient lamp with built-in occlusion, not a raw occlusion pass. It's meant to be used as a substitute for GI in test renders or when you want that style....
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    Lamps are sampled more efficiently, so they're a...

    Lamps are sampled more efficiently, so they're a better choice if the available shapes work for you. Object lights need to deal with sampling multiple possible faces, so they tend to be more prone to...
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    Simple path tracing. The branched-path integrator...

    Simple path tracing. The branched-path integrator has some extra features like sampling all lights at once (instead of a random pick) and continuing a path in multiple directions at once to try and...
  66. When you comp in an app properly designed for...

    When you comp in an app properly designed for such things like Nuke, Natron, or Fusion, they are just as compatible as 8bpc, if not more so (no need to linearize, for example). 8bpc can result in...
  67. Yes, the node based workflow is much more...

    Yes, the node based workflow is much more flexible for managing render passes and multiple elements, plus you don't need to redo all your edits if you need to re-render (just refresh your read node)....
  68. DingTo's GSOC proposal:...

    DingTo's GSOC proposal: https://wiki.blender.org/index.php/User:DingTo/GSoC_2016/Proposal

    https://pbs.twimg.com/profile_images/615768292926423040/sZImFnbw_400x400.png


    Each of these will make...
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    If it is, I now have 2 accounts. I tried logging...

    If it is, I now have 2 accounts. I tried logging in with the same username/password and got "account not found".
  70. Replies
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    This type of scene (volumes, light source mostly...

    This type of scene (volumes, light source mostly hidden) is VERY difficult for path tracers to render. So difficult, in fact, that it's a common example of "difficult test scene" in research papers!...
  71. Not sure what you mean by this? This is pretty...

    Not sure what you mean by this? This is pretty much the entire reason the blackbody node even exists. Incandescent lights are blackbody emitters, and many non-incandescent light sources are still...
  72. Same. I think I'll stick with 1.x until they add...

    Same. I think I'll stick with 1.x until they add some other things (ex, UDIM).
  73. Replies
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    Oh dammit, I forgot to save the .blend before...

    Oh dammit, I forgot to save the .blend before zipping it. :( In any case, I didn't do anything special. Just keyframed the cube moving along X axis and enabled the vector pass. WXYZ=RGBA, they're...
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    Blender's vector format uses 2 keyframes, past-X...

    Blender's vector format uses 2 keyframes, past-X and past-Y in R/G, and future-X/future-Y in B/alpha. Then confusingly labels them W/X/Y/Z (yes, the channel labeled X is past-Y, and the one labeled Y...
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    Some recent stuff: 427810 427811 427812

    Some recent stuff:

    427810
    427811
    427812
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    If it's at the object level, no. You'll need to...

    If it's at the object level, no. You'll need to reverse the normals if you apply scale though.
  77. Replies
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    You can use multiple UV maps fine, UDIM refers to...

    You can use multiple UV maps fine, UDIM refers to splitting the mesh across multiple "tiles" within a single map. Like this:...
  78. For SD5, an indie-upgrade license was 75 USD, or...

    For SD5, an indie-upgrade license was 75 USD, or 50 USD if you pre-ordered it. (I don't recall the pro license price). I'm assuming SP2 is going to be priced similarly.

    Also, they mentioned in the...
  79. It's a render engine specific thing, so no, it...

    It's a render engine specific thing, so no, it couldn't be done in an addon. That would just add the UI bits. WHY does Cycles not have light linking? Same reason it doesn't have proper displacement...
  80. Linux support (and UDIM) is a huge deal for VFX...

    Linux support (and UDIM) is a huge deal for VFX work.

    Now just waiting for the features list....and pricing for those who own SP 1 but bought before feb 1st.
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    If I'm not mistaken, no one is really sure why...

    If I'm not mistaken, no one is really sure why that happens though?
  82. If you have a reflector/diffuser, it becomes that...

    If you have a reflector/diffuser, it becomes that size of that object as they cause the light to act as though the source was that size, since the much smaller actual source is obscured. Which is...
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    It's Nvidia only, I believe.

    It's Nvidia only, I believe.
  84. Arnold is VERY similar to Cycles, although...

    Arnold is VERY similar to Cycles, although somewhat less so with materials (Arnold has an ubershader it uses for most things). Renderman has quite a few different shading modes. The new RIS mode is...
  85. Seems to be due the weird partially transparent...

    Seems to be due the weird partially transparent shirt in the "model overlay" file. I'm really not sure why the file contains a partially transparent alpha channel then a weirdly bright shirt in the...
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    Honestly, you might want to try just hand-keying...

    Honestly, you might want to try just hand-keying the sphere. Sounds like it just stops, flies upward, maybe bounces a bit, and stops in the air?
  87. Sounds like your density values are out of range...

    Sounds like your density values are out of range and everything just ends up in the white part of the ramp. Try adding a math node right before the ramp, setting the mode to "multiply" and try some...
  88. The color ramp node in your setup is adjusting...

    The color ramp node in your setup is adjusting emission color based on density, you should be able to just use that. Does just flipping the ramp around work? Or did I misunderstand?
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    1) I'm not able to reproduce the problem with the...

    1) I'm not able to reproduce the problem with the attached file. Are you using CPU or GPU?

    2) The light path thing on the sun lamp is rather odd, but I think it should be ok? I would consider...
  90. I believe that's the error that occurs when an AA...

    I believe that's the error that occurs when an AA sample takes too long to process? Try reducing the number of sub-samples (diffuse/glossy/transmission/etc) and raising AA samples to compensate....
  91. Linked vs local does not make a difference at...

    Linked vs local does not make a difference at render time. Dupligroups are just dupligroups. Linking will reduce the size of your current .blend file by spreading it around to other files, which...
  92. You can actually use UDIM maps with the...

    You can actually use UDIM maps with the displacement modifier. It just requires...wait for it...a separate displace modifier for each UDIM patch. Gross, I know, but it should get the job done so long...
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    FWIW, here's the alias statement I have in my...

    FWIW, here's the alias statement I have in my ~/.bash_profile file on the Mac i use:


    alias 'blender'='/Applications/Blender.app/Contents/MacOS/blender'
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    Ah, ok. You don't want "whole group", put you...

    Ah, ok. You don't want "whole group", put you probably do want to check the "pick random" box to randomize which feathers are used where. Dupligroups are just empties that instance the contents of a...
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    Can you render a dupligroup of fthr_body_main?...

    Can you render a dupligroup of fthr_body_main? (just hit shift+a > add group > fthr_body_main)

    Also, you probably want the "whole group" option checked in particle render settings, as I assume...
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    That's mostly been my experience. Granted, the...

    That's mostly been my experience. Granted, the sample-all thing is really useful in some cases. It really depends on your light setup and how many primary samples you actually need. You can always...
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    The Arnold standard shader? Not that I know of,...

    The Arnold standard shader? Not that I know of, it's a pretty ordinary physical uber shader. It doesn't have any cheats besides scale factors for direct/indirect contrib, which are all set to 1 by...
  98. Cycles can only use 5 float textures in GPU mode....

    Cycles can only use 5 float textures in GPU mode. And int16 textures get loaded as float. Sounds like that may be your issue? Does the problem still happen in CPU mode?
  99. We use it at work, I don't own a personal one....

    We use it at work, I don't own a personal one. Auto-bump works exactly the same for vector displacement as normal though. I just tested it to double-check.


    EDIT: seeing as it's lunchtime, I ran...
  100. In Arnold v.disp maps automatically compute a...

    In Arnold v.disp maps automatically compute a final normal from the map. It's really nice and saves the need to worry about "baking for render level" and separate normal maps and such. You just...
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