Hello everybody.
I’m quite the beginner in Blender so I don’t even know how to phrase my question in the search box here. Please excuse-me if the question has been answered.
Here is the situation: For my purpose I’d like to have a rendering in a hudge size (10000px high) of the viewport exactly like it is on screen. I can have the size easily but I cannot find a way to get the rendering correctly to have the same lightning and material as in the default scene (no camera, no lights, no material).
LOL that is interesting I also come from 3dsmax. I changed in 2006. But now i had a very long break with 3d. Then I guess I’m not the only one who comes back because of 2.80+
Now that Mario solved the problem I wonder if there is a way to set the scene as it is in the viewport. I mean we have a CTRL+ALT+NUMPAD0 for setting the camera to view. Is there an option to set everything to view (light, background and so on) so that the lamps and materials actually exist so that I can tweak them? I work with 2.79b (long story, you don’t want to know why).
The OpenGL Lights set under File> Preferences> System. Now you could of course try to imitate them in the World settings with the Sky texture Node and 3 area lamps. A simple diffuse or glossy shader would work as material. There is no button that just does it. But hey that’s Blender maybe someone wrote an addon for it.
Thanks I’ll look into this. If only I could get the settings, I could reproduce them, no problem. It should be possible since the system knows where and what the lamps are, what and which material is where. Under User Preferences I can play with the lights but how can I find their properties is beyond me (at the moment ) As to build an addon it I could if
I can write in C++ or Java (Gosh do I hate Python?) and
I don’t think it will be that easy because the openGL render accesses the hardware directly and cycles is a path tracer. The old internal render is probably closer to that. For 2.82+ there is the CHALK STYLE addon but do not know exactly what you have in mind.
And me thinking that since Blender knows the parameters and since it’s open source, we might be able to know what these parameters are at any point in time. Or am I being naïve?
This sounds logical at first, but OpenGL lights are no lights. They behave like this but as far as I know they are some kind of shader algorithm and they have no position in space.
I don’t think that you can derive a meaningful numerical value for a Blender light but I am not a coder.
Maybe they don’t have a position in space, but they must have a vector or no shading could take place. Distance along that vector would be needed for light size (can be assumed) and attenuation calculations (probably constant falloff). These vectors must be present in the software somewhere, but I can’t code and I wouldn’t know where to start. Also I have no idea what can be accessed from Python or if source modifications are required.
I see this is going to be more complicated than to reproduce the lights by the seats of my pants. So by the seats of my pants it will be. Thanks you both for the answers.
Funny thing neither of you are coders but you do know your Blender while I can code (though not in Python) but I’m a total dummy with Blender.
I don’t mind reading, even things I don’t want to know. That I will learn a new programming language at the age of 65 just to be able to produce 100% realistic still photos from a 3d rendering is a remote contingency, though.
I’m not very far now to achieve my goal for the body (artistic low key nudes). I could work with a Blender artist but they are too busy or they are 17 yo playing at being the big boss. Not my thing.
The human figure remains the hardest thing in art even in 3d but there are also many practical aids from the open source world. MB-Lab and Make Human for example.
Don’t forget the skechfab Addon, with which you can easily view and download all skechfab CCBY’s.
Thanks for the info. I went there but I don’t even begin to understand what they are talking about.
Fortunately, being a photographer, I don’t need to have a textured 3D model. I need a properly lit, properly rigged one. Then I put it in the right position and then I render it.
I get a raw image that I will use as a Low Frequency layer for a Split Frequency Photoshop apparatus. The High Frequency layer will be generated 2D with the billions of textures (real life ones) that I shot while I was in business.
This process will give me an image that as all the good points of a 3D models and it will still look photographic because as a matter of fact for any practical purpose, it is.
I’m testing the process with a low key artistic nude and so far, it works fine.
They talk about Blender add-ons for the human figure. If you are interested in photorealistic rendering, you should definitely take a look at LuxCoreRender. For me, this is the most important Blender addon of all. There is also an older version for 2.79.
Okay, OK you convinced me. I’ll download and install. Reluctantly, but I’ll do it. Thanks a bundle for dragging me out of my comfort zone It sounds like a joke but it isn’t, I really need to get out there and see what’s up.