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  1. #201
    Member mattebb's Avatar
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    This soft mesh stuff looks like it will be great for a lot of purposes, but you probably shouldn't expect it to be a full-on robust cloth sim any time soon. The code doesn't calculate self-collisions, which probably has a fair bit to do with looking unrealistic. Unfortunately, doing self-collisions can be very difficult, and slow, so I don't think it's on anyone's todo list to urgently add.



  2. #202
    Member @ner's Avatar
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    rendered with the new yafray plug-in (about 1:45 houres)
    http://mywebpage.netscape.com/ottoana/yaftest.png



  3. #203
    Member @ner's Avatar
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  4. #204
    Member Gabio's Avatar
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    how do you make thos particle hemit light? i forgot it.
    very nice btw. isn't translucency?
    Venez nous voir au Québec, on est pas sorteux!



  5. #205
    Member @ner's Avatar
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  6. #206
    Hey, that looks great.



  7. #207
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    Hi

    @ner: that is really great. An excellent peach shader if ever I saw one.

    All your tests are great but do you ever make the .blend files availlable for people to see how you use these new features?

    Koba
    [Sanity is not statistical]



  8. #208
    Member @ner's Avatar
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    actually - yes.



  9. #209
    Member slikdigit's Avatar
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    the ramp shaders made me say woohoo! when I saw them. Here's my test (ongoing wip):



  10. #210
    Where can I find more info on these new shaders?



  11. #211



  12. #212



  13. #213
    Snargle's Avatar
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  14. #214
    Here is my own Ramp shader scanline render test with my one of my new characters.-

    http://www.solarflarestudios.com/for....php?p=968#968



  15. #215
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    Originally Posted by JA-forreal
    Here is my own Ramp shader scanline render test with my one of my new characters.-

    http://www.solarflarestudios.com/for....php?p=968#968
    For that kind of thing I think you really want radiosity (Extreme radiosity. I've never managed to get radiosity working properly in blender, though. I think it's too complicated.) or textured AO, but it's a good demonstration.



  16. #216
    Originally Posted by fudje
    Originally Posted by JA-forreal
    Here is my own Ramp shader scanline render test with my one of my new characters.-

    http://www.solarflarestudios.com/for....php?p=968#968
    For that kind of thing I think you really want radiosity (Extreme radiosity. I've never managed to get radiosity working properly in blender, though. I think it's too complicated.) or textured AO, but it's a good demonstration.
    Thanks. I'm going for real fast and cheap rendering but I want it to look good. I have to render selection sets of renders at 800x1000 with a goal of 3200x4000. I have yet to optimize Blenders internal raytracer to my needs. Yafray looks good without a hitch but it's too slow for my work right now. I need renders on the fly. I'm really hoping to apply some renderman rendering tricks to my 3d setup soon.



  17. #217
    Member mrmunkily's Avatar
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    @ner i would really like to see that material - I can't wrap my head around how this ramp thing works...



  18. #218
    Originally Posted by @ner
    That's a sweet render! Mmmmmm.



  19. #219



  20. #220

    Holy Jelly beans!

    Wow blender can do THAT now?
    , Ton must be well chuffed that blender has come so far in such little time.



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