Привет
Ð¡ÐµÐ¹Ñ‡Ð°Ñ Ñ Ñ€Ð°Ð±Ð¾Ñ‚Ð°ÑŽ над перÑонажем Gilgamesh. ПришлоÑÑŒ Ñделать полноÑтью новую модель и вылепить лицо. Трудно было Ñ Ð£Ð’-разверткой. Ðо!!! Пришло Ð²Ñ€ÐµÐ¼Ñ Ñ€Ð¸ÑÐ¾Ð²Ð°Ð½Ð¸Ñ Ñ‚ÐµÐºÑтур! Много теÑтов Ñ Projection Painting и ÑлоÑми (diffuse, bump, specular….).
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Мы вÑтроили Cycles из иÑходника Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ отличных инÑтрукции Брехта и Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ DingTo на blendercoders IRC. ПоÑле Ð²Ñ‹ÐºÐ»ÑŽÑ‡ÐµÐ½Ð¸Ñ Ñффектов рабочего Ñтола и второго монитора мы Ñмогли иÑпользовать опции аппаратного уÑÐºÐ¾Ñ€ÐµÐ½Ð¸Ñ (Ñ Ð¿Ð¾Ð¼Ð¾Ñ‰ÑŒÑŽ CUDA) Ð´Ð»Ñ Ð´ÐµÐ¹Ñтвительно быÑтрого рендеринга. ПроÑто Ð´Ð»Ñ ÑƒÐ´Ð¾Ð²Ð¾Ð»ÑŒÑтвиÑ, мы добавили модели Gilgamesh и Ñкульптуры, и Ñоздали неÑколько проÑÑ‚Ñ‹Ñ… рендеров в Сycles, опираÑÑÑŒ главным образом на ÑамоÑветÑщиеÑÑ ÐºÑƒÐ±Ñ‹ в качеÑтве иÑточников Ñвета. Работа в Ñтом рендере очень отличаетÑÑ Ð¾Ñ‚ Blender Internal в наÑтройке физичеÑки точных материалов Ñ Ð¸Ñпользованием нод Ð´Ð»Ñ Ð¾Ð±ÑŠÐµÐ´Ð¸Ð½ÐµÐ½Ð¸Ñ ÑˆÐµÐ¹Ð´ÐµÑ€Ð¾Ð². Ðтот рендер никогда не оÑтанавливаетÑÑ, и еÑли у Ð²Ð°Ñ ÐµÑÑ‚ÑŒ терпение ждать, можно получить картинку Ñ Ñ…Ð¾Ñ€Ð¾ÑˆÐ¸Ð¼ качеÑтвом . Ðто дейÑтвительно очень быÑтро, еÑли вы иÑпользуете проÑтые шейдера и рендеринг.
Ð”Ð»Ñ Ð¾ÐºÐ¾Ð½Ñ‡Ð°Ñ‚ÐµÐ»ÑŒÐ½Ð¾Ð³Ð¾ рендера Tube мы, Ñкорее вÑего, будем иÑпользовать Blender Internal , так как Cycles врÑд ли будет готов до Ð·Ð°Ð²ÐµÑ€ÑˆÐµÐ½Ð¸Ñ Ð¿Ñ€Ð¾ÐµÐºÑ‚Ð°, но Ñто определенно “путь в будущее”.
Ðебольшой Ñовет: иÑпользовать Cuda, вам нужна Ð½Ð¾Ð²Ð°Ñ Ð²ÐµÑ€ÑÐ¸Ñ Ð´Ñ€Ð°Ð¹Ð²ÐµÑ€Ð° NVIDIA (270 или больше), которого нет в Ubuntu 10,10. Ð’Ñ‹ должны иÑпользовать PPA или получить ее прÑмо из NVIDIA.
English Version:
I am currently working on the character Gilgamesh. I had to make a completely new model and sculpt the face. It was difficult to do the UV unwrapping. But! It’s time to paint textures! Many tests with Projection Painting and layers (diffuse, bump, specular ….).
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We built Cycles from Source using Brecht’s excellent instructions and with help from DingTo on blendercoders irc. After turning off Desktop effects and the second monitor we were able to use the GPU acceleration option (using Cuda) for really fast rendering. Just for fun, we brought in the Gilgamesh model and sculpt and set up some simple renders using Сycles, mainly relying on emitting cubes as light sources. Working in this renderer is very different from blender internal- you set up physically accurate materials using a node tree to combine shaders, quite unlike the diffuse-specular-etc model that internal uses. The render never stops, rather it continues to get better as long as you have patience to wait, but it’s really fast if you use simple shaders and GPU rendering.
For the final render of Tube we will most likely use Blender Internal, as Cycles is unlikely to become production ready before the project is over, but this definitely feels like ‘the way of the future’.
Small tip: to use Cuda, you need a new version of the nvidia driver (270 or greater) which is not in the Ubuntu 10.10 repo. You have to use a PPA or get it directly from nvidia.
Didn’t know that you’re Russian! Amusing 🙂 Are you going to public tutorials of making the GIlgamesh rig or rig itself? I’m interested how you made the seamless IK/FK switch.
Модель хорошаÑ, надеюÑÑŒ на Ñ‚Ð°Ð¹Ð¼Ð»Ð°Ð¿Ñ ^.^
Oh my god! Incredible modeling and lighting! Really impressive! Good work! Keep it up!
Mishurov, Dimetrii is indeed Russian! And he can rig pretty well. However, on this project, I did the IK/FK switch (seamless) before he arrived. We’ll release everything, including .blend files, and make tutorials, at the end of the project, and maybe earlier for somethings.
Excellent! It would be great, thank you!
Wow, impressive modelling ! Welcome Dimetrii !
Cycle seems so amazing, great to see that we gonna have a brand new shading system.
Hi Henri! Nice to hear from you, hope you are well.
Nice work, and thanks for reporting back how you got on with the Cycles build of blender. Appreciate the nvida ppa tip as well.
this is looking really awesome..!!!
congrats!
yay! thanks redo :), thanks to you too!
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Looking good, guys! I like the unique character design, too. Good job! And I’m glad to see someone using Cycles this early in its production, so that we can see some of its great potential in action. Can’t wait to see the final result!
Ð—Ñ€Ñ Ñ„Ð¸Ð½Ð°Ð»ÑŒÐ½ÑƒÑŽ верÑию другим траÑÑировщиком делаете, вÑÑ Ñуть Cycles в том что он и точнее и быÑтрее. И материал Ñовершенно другой, даже еÑли похож на
ÐаÑколько Ñ Ð¿Ð¾Ð½Ñл по коду он траÑÑирует только от камеры, Ð¸Ð³Ð½Ð¾Ñ€Ð¸Ñ€ÑƒÑ Ð¸Ñточники Ñвета. Зато делает Ñто очень хорошо, вычиÑлÑÑ ambient по наÑтоÑщему. ЕÑÑ‚ÑŒ Ð¸Ð´ÐµÑ ÐºÐ°Ðº прикрутить Ñ…Ð¾Ñ‚Ñ Ð±Ñ‹ первичные фотоны Ð´Ð»Ñ ÐºÐ°ÑƒÑтика, но чую Ñам не ÑправлюÑÑŒ.
Так же заметил ÑтранноÑÑ‚ÑŒ (компилировал из svn Ñам, может что то не так Ñделал). Рендеринг Ñцены в окно намного быÑтрее чем рендеринг при нажатии кнопки Render (раза в 2-3, Ñ…Ð¾Ñ‚Ñ Ð¿Ð¾ top загрузка вÑех 4 Ñдер Ð¿Ð¾Ð»Ð½Ð°Ñ Ð² обоих ÑлучаÑÑ…).
Thanks Brian! It’s not clear at this stage whether we’ll be able to use cycles for final renders. But we’ll be sure to continue to test along the way (we’ve got a long way to go!)
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