Cycles tests - the new blender CPU/GPU renderer of awesomeness

I didn’t know or totally forgot that this thread even existed. Anyway, just testing cycles my self. Noticed I am getting white artifacts throughout the right hand side of the image. mostly on glass materials. I will be updating some more soon. Thanks Brecht for this amazing and extremely useful engine (though it is still in it’s infancy.)

http://img844.imageshack.us/img844/8553/dinnerforone1.png

I am having a problem getting the environment settings correct. As you can see it is extremely blown out. Ideas?

Wow - what an incredible sponge like material!

Test: Blender 2.61RC
Thanks to all the developers for their hard work! JAM


@OL77: very impressive! Thanks for that example, i rebase old patch, post it to cycles ML, now variable density sometimes work


Anyone else notice the issue with trying to render bumpmaps behind an object with a glass material (unless set to use the ‘sharp’ sampling behavior)?

.blend file showing it
Cycles_bug.blend (506 KB)

Set it to rendered mode and notice how the bumpmap seems blurred behind the cube using beckmann distribution on its glass material while it doesn’t show up at all behind some angles. Also look at how it shows perfectly clear behind the cube using the sharp behavior.

I recently ported a scene of mine to render it out in Luxrender because of this very issue (as Lux doesn’t have this problem), I do hope it can be resolved sometime soon.

Ace Dragon I submitted your scene and reported the bug: 29606.

@OL77: very impressive! Thanks for that example, i rebase old patch, post it to cycles ML, now variable density sometimes work

/uploads/default/original/3X/c/9/c9018a5c6e9e2801debe1efec8a4c8323d40a443.jpgd=1323702717&thumb=1
You ARE AWESOME!!! I put up two builds on GA if anyone’s interested, one of them includes Impress icons. :slight_smile:

Can you shed some light on what “g” is though?

is it possible to make dynamic paint in cycles? or at least vertex paint ??

yes, the “Attribute” node in cycles provides the vertex color data. You just want to type the name of it in the field

\what did i do wrong ? :frowning:


By the looks of it, it could be you have it set as the bumpmap for that material instead of the color for the diffuse shading.

Also, if you needed to use it as a bumpmap, you might need a multiply node to get it to really show up in some cases (increase the power of the effect)

how to do that in cycles ? could you show a picture of the nodes?
i’m sure a lot of folks would be wondering

The attribute node has a color output, you need to connect it to the color input of the diffuse node.

Hi!
I have one small - maybe stupid - question: Is it possible to use cube mapping in cycles? I make archviz mostly, so it is the simplest way in most cases. (tiles, stones, brick etc.) I use Global/cube or Object/cube mappings but I don’t see it’s possible in cycles. Thanks!

there is cube projection afaic . (edit mode - press U - cube projections)

still not there, Ace Dragon. Don’t know how to set the nodes. Render is the same


Yes, if a Mesh has no UV-Coordinates yet you have to unwrap it first like discribed above.
You can choose Cube Projections oder Smart UV-Projection.
You can move/rotate/scale (tile) the Texture later with a Mapping Node, see here:


Kind regards
Alain

Thanks, but: I wouldn’t use UV mapping, but global or object mapping like it is for BI or Yafaray. (Mapping/Coordinates: Global/Object; Projection:Cube)

I guess this is not possible at the moment.
Please correct if I’m wrong.

Let me know if it is possible, because I do Archviz as well with Cylces :slight_smile:

Kind regards
Alain

Thanks!
I usually use building models and in most case they are from another 3d app and texture is a tiling pattern of brick or something similar. So I need exact proportions - which is not easy in uv for me - but in most cases it is enough to repeat the same texture. (And our buildings are cubic so no complicated mapping/unwrapping needed :slight_smile:
Thanks, Attila