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Here is mine, using a particle system plus volumatic lightning manipulaiton.
So I just posted this in the Iray thread,
But its worth posting here too, because while this may have been rendered in Iray, the hair was modeled in blender. more importantly the hair was modelled using my new favorite blender addon that can easily turn stand hair into toony mesh hair! (or non toony hair too, I've been experimenting like crazy) It took me about 5 minutes to turn my cycles strands into an easily riggable traditional mesh. (to be fair it took longer to style the hair, but that was months ago). Did I mention it also sets up UV maps for the hair? That complex braid? literally just a single strand, blender hair child settings turn it into a braid > I convert it into a mesh. Done.
I've been tweaking around with it too, and while its not one of the automatic options its pretty easy to make the hair into 3 sided strands a la fibremesh too. And it has simplifying options, so you get nice optimized geometry (the exported geometry for the Elsa hair was about 2.3MB)
Nice :)
Which version of Blender and the addon are you using and is it possible to post a few of the steps you are using?
Tried using version 0.90 of the addon in Blender 2.77a, but getting error messages when trying to convert grease pencil to Anime Hair. A comment on a youtube demo posted by someone else implies the addon won't work on Blender 2.75 or above, but doesn't mention which version of the addon they are using.
I'm not really into "guy in the shower" pics but that composition is excellent!
Anyone have a 4K TV? Well even if you don't, 4K videos will make sure you get the most your Screen will offer. I mention it because I added a 4K Video board on my Pinterest for Ideation & Reference. Take a look at this 14th century town Banyoles (Old Town,) Catalonia Spain to get an example of what's there. I'm also curating a series of boards on Blender there.
Theres a version 1.18 of the plugin. which I'm using with Blender 2.77 with no problems. Other thing to make sure is that the simplify curves addon is enabled (that one is in the trunk so no download, just find it in preferences)
well in 1440p it looks staggeringly good
j cade, thankyou for the link to the newer version of the addon and the tip about the simplify curves. Got it working. Thanks
More blender fun actually rendered in cycles this time. I have a pretty solid cel shading workflow in blender, using the compositor.
and Freestyle obviously which I really want to sit down and fully work through, I figured out how to have only exterior lines on the hair which I'm pretty excited about
some v.minor postwork (pretty much just the shadow on the background)
Right in one. Mmmm... Such a good soundtrack
I had no idea things like this existed ... I'm really interested now, thanks. From short glance definitely seems to replace needing to look at Zbrush for a similar level feature?
I don't have that much trouble with topology in general though ... it's making nice UVs that crushes my soul.
Trying to think how to explain this.. If you're designing clothing for the static Genesis pose, it's fairly easy to UV, but I tend to model clothing for set poses since I hate the conforming clothing look. In MD UVs are based on your pattern cuts so they stay neat regardless of draping, but in Blender I have to model the draping myself, and trying to create nice UVs from that is a nightmare. (Right now at least Cloth sim in Blender is insanely slow and inaccurate compared to what MD can do so that hasn't been much help for me.) Not really sure where I'm going with this but I feel like there must be a better way.
Learning about rigid body physics and crafting jewelry
I used it for the blocks by the wall; I love the physics.
Wish the cloth process was easier, but there are a lot of tools in it.
Very nice pictures TabascoJack :)
As to the cloth sim, remember it can be combined with other modifiers like the force field (wind) modifier.
Thanks!
I got a new wireless Microsoft Keyboard and mouse and now some programs don't act like they use to. In Blender, I can use the middle scroll wheel to zoom in and out, but if I hold down the shift key and press the middle mouse button, instead of panning, it's like the desktop zooms out. You get a black screen with smaller windows of all the open programs you have on it. And didn't the left and right mouse buttons provide some naviagtion too? I know if you right click, you can select an object.
Anyway, does anybody know how to get this dumb mouse to work like the old one did? I've tried selecting different things in the mouse panel, but I haven't figured out which one makes the middle mouse button work like it use to.
The same thing happens in 3d-Coat. If I press shift and hold down the middle button, instead of panning, it gives me an overview of everything open on my desktop.
Thanks.
More toon expiriments: some toon smoke-ish looking stuff. The material is also semi-transparent which is fun (though not noticable on the plain background)
The nicest part is that since the material itself only uses emission for the volume so I only need to render one sample, so it chugs along super fast
I'm gonna give this a go. I've been leary about Blender.
I figured it out, I think. The middle mouse button is assigned to Instant Viewer. I add Blender as a specific application and then set the middle mouse button to middle click.
I can't really see myself using that Instant viewer much.
Guess I spoke to soon. With the wheel set to middle click, some times you can click and hold the middle mouse button and the sceen will rotate and sometimes it does nothing. Same with pressing shift and holding the middle mouse button, some times it will pan and some times it will do nothing. I even tried setting the wheel button to middle click as the default but it still behaves as I already described.
I think I hate this updated mouse and keyboard. I would have just kept my old mouse, but it stopped scrolling.
...waiting until that "artist freindly" UI shows up,
Blender's fluid sim is interesting but the 2014 videos show that it is a very slow multi-hour sim so I ran away screaming!
Is it still true?
Well there have been improvements in the software but the average hardware has also changed considerably since 2014 so I guess the answer to that is, it depends. Any type of physics simulations do require some hardware so if the hardware is very old, it will take time. The Fluid Sim is used both for water and smoke, and there are a lot of variables in how long any given sim would take so there really isn't any easy question to that other then if you are interested you would want to get some different tutorials for smoke, water, etc and try them out on your machine to see. It's been a while since I did fluid sims but the ones I did weren't that complicated and didn't take that long either.
Note: I double checked this and saw a video that referred to a 220 hr render time for a relatively short animation, but this was from 2010, used HDRi along with Lux in non gpu mode in a sim that was much more complicated mathmatically then one might realize from looking at it. Point is, there are various examples from the not too distant past that while very scary timewise, have no real bearing on a modern environment.
If I wasn't busy atm with other projects, I'd put together a quick .blend file for testing purposes that people could play with and give different render times (smoke and liquid.) It would make an interesting experiment.
I've got a three-year old gaming laptop and when I followed along with Andrew Price's fluid sim tutorial (https://www.youtube.com/watch?v=YgwKPP2ZEjI) the actual sim took about half an hour if I recall, which seems pretty reasonable to me. I've only done very basic cloth sims (just making curtains or draping something over a chair and so on) but they seem to run very quickly as well as long as I don't go crazy on cranking up the quaity. The aforementioned curtain sim took about two minutes Smoke sims seem to run super quickly on my computer, but if I use a lot of it in a scene the rendering times for all that volume scatter are crazy long because I have to at least triple the number of samples I let it run to.
I'm using Blender 2.77 but I think the fluid sim was in the prior version.
@Gedd - that would be very interesting. If you ever do find time to create a test/benchmark file for smoke and liquid sim, I'd love to see how my faithful old laptop compares. :)
@Gedd - my system is a median-3yo power rig and will run most current sims fine (and demanding games too). And re: 220 HOURS!
Lol being the ever-impatient animator I think in double digit MINUTES. By 2017 I expect real-time preview of wave splashes!
I just saw an ocean object + brush wave trail sort of workflow Blender vid. Perhaps there are new solutions/ addons now which I'm not aware of.
That's the nice thing about Blender space, lots of people making addons....
@MOD2010 -
I'm the sort who's readily compromise fidelity for speed. My ballpark is 30 sec/frame for final render/ per cloth sim frame/ general volume.
For complicated collision intensive water sim I allow up to a minute. See how 'compromising' I am?
That's the problem with those who started CG from game modding/ map editor space. We're used to near-instant feedback.
I admire the patience of traditionals!
Yes I will sacrifice fidelity for speed also, specifically because my take is that we are shooting at a moving target. Quality vs speed tradeoff is continually changing and I'm more interested in getting an idea of how something works if it is very time intensive as I figure the quality ~ time will sort itself out and I will have laid a foundation for working with that aspect. Now of course the techniques also continue to change as the technology does, but from my experience not nearly as fast.