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Everything posted by Carlosan
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the shader system... for me, the shader system... why to learn GLSL or OSL if CGFX is industry standard ? do you worked with cycles nodes ? to work with is complex, very slow and harder to optimize compared to vray or arnold... artist need fast responses, 3DC shader system must avoid 100s sliders or unintuitive values Aim for Common language and work "out of the box" (your link to ShaderFX is a great example) all this points can be watched in this slides http://3d-coat.com/forum/index.php?showtopic=16362&p=110573 why to focus only in cycles ? why not to put force to develop a strong API to let developers make plugins for any renderer in market ?
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TY !
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0001535: Multiple vertex color maps channels http://3d-coat.com/mantis/view.php?id=1535 any +1 is welcome
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cavity map to overlay over specular or diffuse... to glow or dark cavities with fine details, dirt the crevices... ambient occlusion map to dark big zones curvature map to separate convexity occlusion and concavity occlusion
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use DDO sample project files that you can download and check out http://quixel.se/usermanual/quixelsuite/doku.php
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hmmm... is it any hidden geometry ?
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You must choose a topic theme and full description/challenge rules Every winner do the same for every challenge
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can i ask... Ranger, what do you think about the actual shader creation inside 3DC ? what do you think about Bretch -the cycles developer- not more working at blender institute so he stop his work in any future cycles development ? do you know there is 2 cycles version ? cycles working internally inside blender (Bretch development, gpl license) and cycles working externally as standalone app (DingTo development, apache license)
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We have a Winner ! GZ allexr !!! Please choose the topic of the next Challenge
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I forgot to link dingto tweeter page -Cycles standalone current developer- https://twitter.com/dingto ---------- And the info about Apache Licensing Cycles render engine released with permissive license
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http://blenderartists.org/forum/showthread.php?341805-Cycles-Standalone-with-maya&highlight=cycles+standalone ----------------------------------------------------------------------------------------------- - Im asking at blenderartist forum what happend with apache license now that Brecht -the full time Cycles developer- left Blender Institute to join Solidangle - Arnold render dev- http://blenderartists.org/forum/showthread.php?324978-Cycles-Standalone-Engine/page2&highlight=cycles+standalone One thing is cycles inside blender with CPL license, and another one Cycles standalone with Apache license. Still no official reply. ----------------------------------------------------------------------------------------------- Brecht van Lommel napisał: Many thanks to all contributors and users. I’m especially grateful to Ton for supporting my work on Cycles. I think we have pushed open source production rendering quite a bit further, and I hope to see you all continue doing awesome things with Cycles.As for other Blender development, I’ll continue to be involved as a volunteer.Many important features in past releases have already been implemented by other contributors, and I expect that the improvements will keep coming.In July I will start a new job at Solid Angle, working on the Arnold renderer. This unfortunately means I will no longer be able to add new features to Cycles, though I’ll still be around and happy to assist other developers. Thanks, Brecht.
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its not new, may be its new how SD and DDo implemented it r7_vertCurvature.py at polycount is dated 06/2010 - February 1, 2007. xNormal v3.10.0 patch add it too: Added the possibility to output convexity, thickness and proximity maps anyway, any confrontation is a waste of time to add the possibility to output convexity, thickness and proximity maps in 3DC is a goal for everyone... pass away and add a +1 to support it
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[PBR] Physically Based Rendering Encyclopedia
Carlosan replied to Carlosan's topic in Materials and Textures
SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production http://blog.selfshadow.com/publications/s2012-shading-course/ Physically based shading is becoming of increasing importance to both film and game production. By adhering to physically based, energy-conserving shading models, one can easily create high quality, realistic materials that maintain that quality under a variety of lighting environments. Traditional ad hoc models have required extensive tweaking to achieve the same result, thus it is no surprise that physically based models have increased in popularity in film and game production, particularly as they are often no more difficult to implement or evaluate.- 22 replies
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Object space normals can be used to create curvature maps: images where black pixels represents planar surface points, and white pixels represent points of high curvature on the mesh. --------------------------------------- 0001532: Create a curvature map http://3d-coat.com/mantis/view.php?id=1532 please add a +1 -------------------------------- http://wiki.polycount.com/CurvatureMap A map that stores the convexity/concavity of the mesh. Also called Concave, Convexity, Pits & Peaks, Worn Edge. The colors can be used to mask where the surface would get more wear, where it would accumulate more dirt, where sub-surface scattering might occur, to check for surface continuity, etc. -------------------------------- Convexity tool in Xnormal you can also generate cavity/curvature map in xnormal
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big trouble... 3DC use the shader system to bake... need the users to learn cycles just to bake anything ? and... which gameengine or renderer use Open Shading Language ??? OSL is not a common language... ... i hope no, please dont force the userbase to learn it... is not a smart play, not at all.
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my POV first step for future development before anything: We need to be able to define custom channel like Mari. http://3d-coat.com/mantis/view.php?id=702
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Source http://blenderartists.org/forum/showthread.php?216113-Brecht-s-easter-egg-surprise-Modernizing-shading-and-rendering&p=2679976&viewfull=1#post2679976
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Beta lasts until September 8. It may be used commercially. Special thanks to the folks at Blur, Valve, Blizzard, ILM, Rockstar, Infinity Ward, Riot, 343 Industries, Sony Santa Monica, Respawn, Crystal Dynamics and Neversoft for the invaluable feedback sessions. wow !
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http://3d-coat.com/mantis/view.php?id=1530 Resolved on version 4.8.23
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Substance Painter Beta 7 Update and Roadmap (YouTube)
Carlosan replied to L'Ancien Regime's topic in CG & Hardware Discussion
http://www.marmoset.co/toolbag/learn/pbr-practice Similar layering functionality can be achieved with applications such as dDo, Mari and Substance Designer. ->>>> To add 3DC to this app list must be the goal -------------------------------------------------------- +1 -
Substance Painter Beta 7 Update and Roadmap (YouTube)
Carlosan replied to L'Ancien Regime's topic in CG & Hardware Discussion
cycles standalone with apache license system (not cycles internal GPL) is not finished... is still in early development, the BIG Cycles developer left Blender to join Solid Angle - Arnold and are thinking to add it to 3DC ? what about support, development, fix bugs or new features ? users talk about consistence, unify UI, unify workflows, fix bugs... and the idea is to add a very early development, with no support and really very unclear future ? sorry but for this idea, my vote is -1 ------------------------------ History Cycles-render-engine-released-with-permissive-license http://code.blender.org/index.php/2013/08/cycles-render-engine-released-with-permissive-license/ was a Brecht van Lommel & Ton Roosendaal idea But NOW the big news are: Brecht van Lommel leaves Blender Institute, will work on Arnold renderer see... the panorama had changed, the situation is another... VERY different... stop beating a dead horse... another way is needed... this is closed. -
Welcome ! Your channel is great !
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Substance Painter Beta 7 Update and Roadmap (YouTube)
Carlosan replied to L'Ancien Regime's topic in CG & Hardware Discussion
So is better to develop a plugin for Luxrender far superior Lux4SD is an option too http://forum.unity3d.com/threads/lux-an-open-source-physically-based-shading-framework.221985/