Comments: 31
chinookpiroh [2014-04-02 04:23:16 +0000 UTC]
I need to get my fluffy ass back into blender <.<
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kingfox66 [2013-06-22 13:25:29 +0000 UTC]
awesome pics
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Cm7372 [2013-05-12 10:41:14 +0000 UTC]
You've done a good job here , you may want to blur / scale down the image so that it matches the clarity of the HDR image. i really like what you've done here. how did you add the shadow to the HDR ?
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LordOfDragons In reply to Cm7372 [2013-05-12 13:48:50 +0000 UTC]
Personally I would prefer to find a higher resolution HDR environment map instead but that's quite difficult without buying them. Maybe I find once a better way.
Concerning the shadows I outlined the process in [link] . I can go a bit more into details if required as it is unfortunately not so simple. Cycles really needs a simple way to composite a scene like you can do it in BlenderInternal.
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6Thereaper [2013-05-03 16:34:53 +0000 UTC]
I Like it
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LordOfDragons In reply to BJPentecost [2013-05-03 16:58:48 +0000 UTC]
I'm using Cycles render engine in Blender. This one is geared for realistic rendering but it comes at a price: high render times for low noise. This one here took 4.5 hours to render and it's still noisy. Other than that I used a HDRI image I obtained from the website mentioned in the Charizard deviation. It's unfortunately not simply plugging the image into the background node of the world lighting. You have to first activate "multiple importance sampling" for the world nodes as otherwise shadows are blured. Then you need some more node magic since Cycles tends to under-light scenes if you use a HDRI straight away. You need to use a path node with a mix node to apply a higher intensity background node for lighting and an intensity of exactly 1 background node for the real background. It's difficult to say this in a comment. What goes for fur I figured this with trial-and-error and occasionally looking at some other particle setups to figure out where Cycles messes up. In the end it has been though mostly trial-and-error.
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BJPentecost In reply to LordOfDragons [2013-05-03 18:13:39 +0000 UTC]
Also, how do you enable multiple importance sampling? I can't seem to find anything about where it's hiding in the Blender UI. XC
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LordOfDragons In reply to BJPentecost [2013-05-04 09:06:19 +0000 UTC]
Under the World panel it's under the Settings tab. I use a resolution of 512.
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BJPentecost In reply to LordOfDragons [2013-05-03 17:26:28 +0000 UTC]
GOOD GRAVY! This took 4.5 hours..... tell me it was on the CPU and not the GPU because if this took 4.5 hours on the GPU..... Yeesh. O__O
Also, thank you. I appreciate the help. I'm trying to learn Blender and lighting is presently my greatest concern.
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LordOfDragons In reply to BJPentecost [2013-05-04 09:08:10 +0000 UTC]
It's on CPU. Blender horribly fails at OpenCL. I could not get it working on ANY machine I could get my hands on since they fucked up the version requirements for OpenCL and CUDA plain out doesn't work at all on all nVidia cards I could try. Unless they fix this mess with somebody knowing his way around OpenCL (those currently don't) GPU rendering won't be an option for me at all.
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LordOfDragons In reply to BJPentecost [2013-05-04 13:04:13 +0000 UTC]
GPGPU won't help you anyways since majority of Cycles features do not work with GPGPU only CPU. Particles (and thus fur) for example does not run on GPGPU anyways. Also the "Physically Based Rendering" shaders I use are also not supported by GPGPU anyways since some nodes are not supported or render incorrect results on the GPGPU while working on the CPU. As mentioned, GPGPU under Cycles is a bug-festival and unusable at the time being.
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BJPentecost In reply to LordOfDragons [2013-05-04 13:10:11 +0000 UTC]
I wouldn't say it's unusable, at least not for me. What I do is I render up a basic scene then I paint over it in Photoshop. Like this: [link] It's absolutely amazing how much Blender/Cycles has expedited my workflow. However, for someone hoping to create finished works purely in Blender, Cycles probably isn't the best answer at the moment. BI seems to be a lot more stable and substantial of a rendering tool, ne?
I do hope that in the future, Blender institutes particles for GPU and fixes all those bugs. :\ I think it has truly great potential as a rendering tool.
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LordOfDragons In reply to BJPentecost [2013-05-05 23:51:01 +0000 UTC]
Yes, if the scene is simple and not more complex it works with GPU. Some GPU bugs are though difficult to spot if you don't know they are there and if you don't know what render result is actually wrong. Other than that Cycles is evolving and hopefully they get there. But they dropped OpenCL support and that's a big fuck-you there right in your face.
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LordOfDragons In reply to Rebeccannoying [2013-05-03 17:25:33 +0000 UTC]
Theoretically particle hair in Blender has a clump parameter. I had not much luck with it yet but I could experiment with an additional particle system just for the chest tuf with clumping. Could work, who knows.
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MikeFerreira [2013-05-02 21:27:06 +0000 UTC]
Now all you need is a Highly detailed background... ^^
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MikeFerreira In reply to LordOfDragons [2013-05-02 23:10:24 +0000 UTC]
Yeah... That's kinda too much detail... Might wanna drop some quality so it doesn't overlap the background's one... I'm just saying, you do whatever you feel like doing... I don't know much about 3D xD
Will learn soon, but not right now
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LordOfDragons In reply to MikeFerreira [2013-05-02 23:30:43 +0000 UTC]
If I stumble across a higher resolution env-map that fits I'll for sure give it a try.
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luvini [2013-05-02 20:55:16 +0000 UTC]
awesome ^_^
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Crinklecake [2013-05-02 20:21:57 +0000 UTC]
brilliant, though i would imagine her gloves would be made from a less shiny leather imo. I would love to see this rigged and used in games and whatnot.
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LordOfDragons In reply to Crinklecake [2013-05-02 20:32:43 +0000 UTC]
It's a possibility. I had it with less roughness before but Cycles has a stupid roughness parameter which is not linear as in my game engine. I'll keep on experimenting there.
Concerning the rig the armature used in this pose is a game compatible rig (actually a rig compatible with my game engine to be precise). So it is game usable already (just not optimized yet).
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Crinklecake In reply to LordOfDragons [2013-05-02 21:56:09 +0000 UTC]
Ahh i see, I'll be watching to see where this goes
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Chrismilesprower [2013-05-02 19:41:07 +0000 UTC]
Amazing. I love the details on it.
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