Blender Cycles Tutorial Series

Hello guys,

Ever since the release of cycles, the documentation has been really out of order. Techniques and methods are hidden behind hundreds of posts and speculation on “What will happen in the future”.

So i took the liberty of making a few in depth ordered tutorials on cycles.

It takes 2.6 hours for each tutorial to make so subscribing, liking and thank you-ing will really put a smile on my dial :evilgrin:

==HEADS UP==

My explanation to the parameters and options, isn’t 100% correct, its more like a “What you see is what you get” and add sense to it also what results best suited me. There were also some crashes here and there and some tutorials are a bit cutty < you will see :stuck_out_tongue:

==MORE WILL BE ADDED==

nice channel
I subscribed

but CUDA != AMD ATi :slight_smile: CUDA is for nvidia HW only.
OpenCL is teh shaaait when those AMD/ATi guys have given halp to brecht.

lol?

Anyway thanks for all of the subs, try and spread the word of these tutorials

Ha! I already posted a headsup about these in Cycles Test.
I think it’s going to be a great series, and I’m glad to see someone is finally getting around to doing a comprehensive and informative from-the-ground-up Cycles tutorial series.
Please visit the Cycles Test thread frequently, as we’re working to empirically come up with interesting ways of speeding up rendering using tricks with nodes. Sometimes we hit on some interesting things. That stuff should be covered by someone.
Cycle on!

Great! Thanks!
I subscribed :yes:

Thanks for those useful tutorials !

Cycles is supporting instancing, right ?
Did anyone made a test with a heavy amount of vegetation yet ?

Kind regards
Alain

I was playing with this last night, linking in models from other files. It works very well, except as far textures go. It does odd things with them. I haven’t quite got the hang of it yet, but I’m going to keep playing with it and see what I can figure out…
Radiant, I hope you’ll do a tutorial on Library Linking with Cycles and test out materials to see if you can get it to work better than it does for me. It’s a powerful tool, and it would be very nice if Cycles could support that.

I’m trying to do a grassfield with the paticle system.

How can I prevent those black areas ?

The grassmaterial is like in radiant last grasstutorial.

I’ve increased “Bounces” and/ or “Transperency” to 128.
Only increasing “transperency” helped a little.


Kind regards
Alain

Interesting. I tried creating a plane with simple hair particles to represent grass, but the hairs wouldn’t show up in my rendered viewport. Do I need to use an object (or group of objects) instead?

Try

  • increasing your samples to a larger number EG 1000+
  • increase your bounces to around 1024 with 3 min, i can see its only on 8 0_o
    *Also i know you shouldn’t have to do this, but try deleting/spreading your planes out, the dark areas are the alpha shadows that aren’t being calculated right

Did some more tests with a grasspatch (about 4800 faces) from gabich (a very talented yafaray user, see here http://www.yafaray.org/community/forum/viewtopic.php?f=5&t=1813).


The Amount of particles (=grasspatches) is 3500. It uses only 3.5 GB RAM.

Wheter Indigo, nor Octane do support instances with GPU computing.
Cycles does a VERY good job here :wink:

Kind regards
Alain

Did anyone find out yet how to get hard shadows (like sun does) and light coming through windowsglass without turning on caustics ?
This would be very usefull for architecturevisualisation.

How is it possible to set up reflectionmaps ?

How can I set the hight of the displacement ?
Did unstand right: In Cycles there is no more difference between “Bump” and “Displacement” ?

Kind regards
Alain

Progress …
Good topic … good tutorial.
score 10/08 in my opinion :yes:

Unfortunately my notebook 64bits no have cuda. :spin:
Cheers.

Thanks so much great series. Suggest you trim the retakes from the end of image based texturing as they are NSFW or kids.

And Fac is short for Factor.

Thanks again for those tutorials

Please have a look here:



.

How can I prevent those bright areas from the geometry of the trees ?

I tried to increase the values of bounces, transparency, lightpath in the Rendersettings but they don’t disapear.

Is it possible to have a perfect alphatexture yet ?

Kind regards
Alain

May be something wrong with texture? Cycles use direct linear color mapping, not pre-multiplied alpha.

What could be wrong ?
The transparency texture is a JPG-File with only pure black and white, I doublechecked the RGB values, white (=transparency) is RGB 255, 255, 255 or hex fffff.

Kind regards
Alain

Radiant, thanks for these tutorials!

Where can I find these tutorials (link)?

Thanks