Jump to content
3DCoat Forums

michalis

Advanced Member
  • Posts

    2,375
  • Joined

  • Last visited

Everything posted by michalis

  1. I'm wondering Abn, How to start. From 0 level? What about a hangout google meeting? At least, it will be fun. I'll keep suggesting to all blender newbies. http://gryllus.net/Blender/3D.html Just to have an idea on navigating, editing etc. Not for rendering of course.
  2. It is the pivot point. Extremely useful Many haven't realize it but in edit mode, pivot to 3dcursor, select with lasso, have proportional editing On, connected mode. This is a wonderful posing tool. No masks needed. You can always change the left-right buttons. Not a good suggestion though. It conflicts with the "emulate 3 button mouse". Which happens to be very handy to wacom users.
  3. Why there is a 3d cursor in blender? Why on the left mouse click? Here's a funny video from a friend.
  4. Is your mac a g5 or an intel based machine? If an intel, why not upgrade to 10.6 or newer? Just curious.
  5. I posted an interesting presentation of cycles in the off topic topic.
  6. How to start a tutorial on cycles ... WOW, here what I found By DingTo, one of the few developers of cycles-blender. He starts presenting the open language, OSL, but wait, jump this and watch a nice tutorial on cycles nodes editor.
  7. OK, to have some not connected texture nodes at once isn't bad at all. I'm very fast on cycles node editor. One of the few I learned in blender. I just stay tuned from the first day cycles came up. Else, see what's happening, search for a good tutorial, a dated and wrong one. Cycles is a wonderful render engine, that's why we'll start a thread. To stay tuned. LOL For instance, a very interesting new toon shader these days. Always a fan of nice NPR renders. The shader has two modes, diffuse and glossy. So, different connections. Here's one. Render times are extremely short, ~2-6 sec, Hi def output. Using millions of poly actually.
  8. Right, my fault. The new bump implementation exists after the official 2.67b. And a little before it, they just didn't include it. Only the bug fixes, leading to more bugs, a little disaster this time. Patience. @haikalle The existing applink brings all the textures into blender database. The only you have to do is to add tex nodes and pick the right texture from the dropdown menu of the texnode. As I said, you better wait for the ubershader. @carlosa they change this n_maps thing so rapidly, I can't say what's right on new builds. It's not confusing, it's chaotic. LOL On RGB n_map, first it was the G inverted, then G and B inverted, now I can't say. Positive values for cycles, negative values for BI... etc. LOL We'll find out soon. You like to hear some more? Latest builds have a refresh issue in viewport cycles preview. No refresh when changing something, not always. You have to re enter a value, or restart the render preview. So, you have the view of what's happening here, when testing what's the right n_map. LOL Let's stay cool, I reported this bug already. Yes, I'm aware of these maya-blender 3dc settings. I'm not sure if they work on official 2.67b, I don't use it. It's not the revision, officials are not as the experimental buildbot ones
  9. @digman Please download and use a blender 2.67b or later. Some changes in the bump normal maps nodes. Bump node has a second parameter "distance". This makes bumps to look a bit like normal maps. Beautiful. Normal map node has a "normal input as well. Meaning, you can use a bump, plug it to normal socket of normalNode, then to the normal socket of a diffuse or other BSDF. Very important. Recent builds from buildbot (r 57277 here) have changed the tangent normal mapping again. It is not compatible with the old BI. Meaning, not compatible with the blender output of 3dcoat. The decision was made after lot of complains in blender community. Obviously, they have to change the BI too. We had enough with this nonsense.
  10. @Digman I have to put the tex coordinated node there. If you don't, cycles uses the default coordinates, meaning the UVs. So, it will work. But let me put it there, you never know. LOL. For instance you may mix the baked 3dc diffuse map with a box mapped texture. (Tex coordinates/ object mode) Cycles can handle multiple UV sets. Another interesting case. Once again, we better wait the Ubershader. Though I'm not a fan of such solutions.
  11. Now, because cycles node system is unlimited (somehow) How do you plan to use a AO map? We will probably add it as a texture node, we'll mix it (color/mix) with diffuse (color/mix burn or multiply mode). But this isn't all. It could be used as a "filter" in glossy node/mix node to not allow glossy on AO dark areas. Still not all, as a filter, same way, to control a mix of two diffuse maps. IMO, we can export all the layers of 3dcoat as maps and mix them in cycles. See my point? Endless possibilities. The only limit is our imagination.
  12. Here's a simple setup. Using diffuse, normal and specular maps. Pay attention on the specular to glossy control via another mix shader. It's plugged to the second socket of the mix shader. If on the first, a color/invert should be added. However, Haikalle, you should probably wait for the UberShader.
  13. Indeed, However, the applink is still handy. You can jump into cycles, start building your nodes based shaders. When adding a texture, you don't need to upload it, it's there, on the dropdown menu of the node. The developers still working on a ubershader. Though I disagree with ready made nodes in cycles (I have my reasons anyway), this could be a solution for a new 3dc-blender-cycles applink. Nice thread start Digman. Don't search for cycles tutorials too much. I'll post some. (I'm an expert LOL)
  14. Hey, everything comes from the blender foundation is free. (donations only) Cycles is the new, modern, integrated render engine. There is also the old one (scan line) BI. This is my idea. A step by step import of 3dcoat, setup a workable environment, setup a scene, light it. Set up the cycles shaders and camera. Render. Later we can talk about rigging and simple animation-set a pose. Blender is a huge suite, we can't talk on everything.
  15. Now, this is more complicated. I don't think 3dcoat is the appropriate forum. You're asking for a blender tutorial, the basic UI. Setting custom preferences and basic navigation, set cameras, split windows. I could add some nice links.
  16. @Abn If you want to ask for any help on cycles, please use PM. Or we could start, a dedicated to this subject, thread. A fine render engine, a physically correct one. Not the appropriate for videogame applications.
  17. Happy birthday. Your dragon looks beautiful on the video! A proud dragon
  18. Feature request time? Here we are again... Mine will always be just one! Multi resolution sculpting, bake from multi resolution. Probably in the tweak room, mirroring all the sculpting tools. I know it is very hard for coding. Harder than it looks. Difficult to perform well. So, what stops Andrew? LOL
  19. I love these, BTW, I thought I've commented the previous ones, funny.
  20. A big hug. A warm one. I updated it already.
  21. They fixed it yesterday, see here http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=57082 I had to inform you. In blenderInternal there's a G,B flipping orientation (invert GB) In Cycles there isn't Nice... lol
  22. I know you're a blender user Giuseppe. LOL
  23. Just a warning. On recent cycles builds, they changed normal mapping coordinates. To make it compatible with Blender Internal. It's a shame IMO, such ideas isolate blender from the whole 3d world, only confusion comes from this nonsense. Rebuild your projects accordingly, if you find how.
  24. @Giuseppe Did you expect a deferent statement from a blender user? There isn't any hidden meaning or something. Andrew (and crew), despite my different ideas on many things, is a brilliant developer. Some apps may be free but to pay a few money from time to time is good for the heart.
×
×
  • Create New...