Cycles + Internal Test

  Made a test from  Bassam’s tutorial on using cycles and internal together. The result is not terrible, but not perfect. Used another model cause cycles crashes during render (too many objects) and doesn’t work with multiple UV layers like internal does.  Cycles is good to use but it has a lot of limits so […]

 

Made a test from  Bassam’s tutorial on using cycles and internal together. The result is not terrible, but not perfect. Used another model cause cycles crashes during render (too many objects) and doesn’t work with multiple UV layers like internal does.  Cycles is good to use but it has a lot of limits so far. 🙁    Not suitable for animation yet – too slow and crashes often.  Maybe for statics and interiors. Difficult to work with lights – it seems only be possible to change intensity. Internal also has problems with SSS : for instance, no shadows in ShadowPass. Anyway we won’t use cycles for characters yet, maybe for environments. Now to make some more tests! I’m looking forward for further developments in cycles.

Note from Bassam: If this is Dimetrii’s ‘not perfect’ result, I think his perfect one would give me a heart attack 🙂 brilliant as usual.

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Gilgamesh materials and textures

Наконец то я доделал текстуры и настроил материалы для Gilgamesh. Долго делал, было много проблем, которые не давали сосредоточиться на процессе. Пока выглядит не очень шикарно, но в общей сцене с композом и другим освещением будет что то другое. 🙂      Сейчас появилось время и можно заняться тестированием рендера Cycles+Internal. Неоднократно с Bassam мы […]

Наконец то я доделал текстуры и настроил материалы для Gilgamesh. Долго делал, было много проблем, которые не давали сосредоточиться на процессе. Пока выглядит не очень шикарно, но в общей сцене с композом и другим освещением будет что то другое. 🙂      Сейчас появилось время и можно заняться тестированием рендера Cycles+Internal. Неоднократно с Bassam мы говорили о вожможном использовании рендера Cycles в некоторых шотах. Будем мы его использовать или нет, незнаю. Всё зависит от тестов и от развития самого рендера. Думаю, сейчас он будет в быстрих темпах развиваться, Ñ‚.к. его собираются использовать в Mango. Результаты тестов обязательно выложу, посмотрим что получится. 🙂

           

 

 

 

 

 

 

 

 

 

 

At last I’ve finished textures and materials for Gilgamesh. Took a long time cause had a lot of personal problems and couldn’t concentrate.. it doesn’t look too awesome right now, but i think in the scene and with compose and right lightning should look different. 🙂 But I’ve got some time now and can start testing render cycles+internal. Several times we with Bassam talked about the possibility of using cycles in some shots. are we really going to use it or not – I don’t know. It all depends on the tests and the development of the renderer itself. I think it’s going to evolve fast because it will be used in Mango. Here we have some test renders.

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Combining Blender Internal and Cycles in one render

Since Cycles is the ‘new hotness’ we naturally don’t want to exclude using it for our renders. However, Cycles lacks some features and support that Blender internal has; such as SSS, volume shaders, strand rendering, particles, A.O. and probably more. In order to use it at all we’re going to have to combine our renders, […]

Since Cycles is the ‘new hotness’ we naturally don’t want to exclude using it for our renders. However, Cycles lacks some features and support that Blender internal has; such as SSS, volume shaders, strand rendering, particles, A.O. and probably more. In order to use it at all we’re going to have to combine our renders, and we need a good way of managing this.

One side of this is the compositor: you can put a Cycles scene into a file, an Internal Scene, and then render them both from a third, compositing scene, that pulls in renderlayers from both. So far so good, but! if you have have objects linked into both scenes, what to do about materials? Cycles materials and Blender materials are different… or are they?

Turns out nodal materials are our friends, because they can contain both Cycles shading nodes and Blender internal nodes… nifty, right? so all you have to do is use nodes in internal, and then both will work.

If you feel like you need more in depth explanation, check out the video tutorial below, and download the included .blend file.

EDIT: New .blend file! includes solution to the emission problem: download here

Spring internships posted!

Hey folks, a bit late on this one, but Spring internships have been posted on bitfilms. If you are interested in spending in spending a few months working on lighting, modelling, crowd sims/other simulation or animation (or a combination of the above) have a gander at the doc and send your resume/reel/cover letter in! we’d […]

Hey folks, a bit late on this one, but Spring internships have been posted on bitfilms. If you are interested in spending in spending a few months working on lighting, modelling, crowd sims/other simulation or animation (or a combination of the above) have a gander at the doc and send your resume/reel/cover letter in! we’d love to have you on the project.

Good news for the modellers, btw, is that we’ve been tuning/tightening our modelling pipeline. I intend to post on that in a week or two once I’ve formalized the last details, so it should be easier and smoother to get your modelling chops into final shots.

I promise my next post won’t have an exclamation point on the end 😉

 

auto rig post at BN!

Looks like Tal’s preview of the autowalking got posted at BN! Nice post! This blog has been a little quiet of late but the project is quite healthy. We’ve been working hard on animation and refining our modelling pipeline to allow modellers an easier time contributing to the project. Tal and I have nailed down […]

Looks like Tal’s preview of the autowalking got posted at BN! Nice post!

This blog has been a little quiet of late but the project is quite healthy. We’ve been working hard on animation and refining our modelling pipeline to allow modellers an easier time contributing to the project. Tal and I have nailed down most of our technical hurdles in the autowalker/crowd side, which is a huge relief (those shots were always a bit of a scary looming task) and we think we can finish these shots with a great deal of fun.

stay tuned for more posts, where we share our current progress… and some news!

©URCHIN 2015