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  1. #181
    Originally Posted by cgstrive View Post
    Regarding curvature. Ambi has made excellent Python script that creates vertex Color based on it, accessible with Attribute node of Cycles. https://blenderartists.org/forum/sho...-vertex-colors

    This of course only works without Modifiers, on base mesh. In most real world scenarios there is not enough resolution to get good curvature, you would need a MODIFIER that can calculate curvature after SubSurf, giving enough res for mesh.
    But it only works with dense meshes. We need a solution for meshes with any topology.



  2. #182
    Member tungee's Avatar
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    Nov 2007
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    Bevel.jpg

    The bevel shader is really good!
    In the end, only blender will surrender
    i7 4770 - 2x GTX 780 ti- 32GB



  3. #183
    yes, it performs really well.



  4. #184
    As is- super helpful- would be even more awesome with ability to create wear edges etc:



  5. #185
    On the subject of V-ray features we don't have yet, can anyone shed some light on how V-ray's toon/line art material works? I was testing it in V-ray for Blender (so in v-ray standalone really) and noticed that it can render lines for giant, complex, messy scenes in ~10 seconds with hardly any RAM use. These are scenes that would require 64gb+ RAM for Freestyle to even load, and probably 20+ minutes to render.

    Any idea if we can do a lineart shader like it in Cycles?
    Non-Photorealistic Rendering and basic character tutorials:
    http://www.aversionofreality.com/



  6. #186
    Hello everyone, maybe someone knows why add-on loop tools may not work with bevel shader add-on?Screenshot_1205.png



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