Simon Thommes has made a demo with Triplanar and Parralax Occlusion Mapping, this has a lot of potential with 32 bit Float displacement maps, because even if the framerate is bad this will be much faster to get OpenGL snapshots than rendering with Cycles for animations.…
@gnoop I stand corrected, just tested that out. UVs and sharp edges both have the same impact on the geo count. I previously thought that UVs are stored separately from regular geo and this wouldn't have an impact on actual rendered geo count but I was wrong. Thanks!
Hey, so how good is the normal map baking solution in Blender? I tried to makes some tests, but from what I see - baking with Blender render doesn't allow you to use cage, and baking with Cycles lets you use a cage but doesn't support antialiasing ... is that it?
I'm having issues displaying normal maps in blender. I don't really have any idea how to use blender and only need to do one quick thing in it, load a pre-created mesh and apply an exsisting normal map baked in xnormal to see how well it handles mikktspace normals. Is there any simple guide to this? It looks like a lot of…
I agree, I have put the most importnat ones in the shading pie in MACHIN3tools for that reason. I like using eevee via lookdev, while having the renderer set to cycles. Using the shading pie, I can still adjust the eevee settings.https://youtu.be/WdqpxrTLnOc?t=587
I've been using Blender almost exclusively for several years now. Granted, I haven't done nearly as much 3D modeling as I used to. (been hitting the coding and web design pretty hard) But whenever I do produce 3D work, I use Blender to do it. I won't say that its better than the big-name 3D packages. It probably doesn't…
2.63 RC1 is out! Ngons ahoy! BMesh * BMesh is the new Blender mesh system with full support for N-sided polygons instead of only triangles and quads. * In particular there is a new Dissolve tool to remove vertices, edges and faces without making holes in the mesh, a new Inset tool to inset faces, and a much improved Knife…
I implemented the Dota 2 hero shader, minus warps and detail map, in Cycles. This means that I had to turn the super nice energy-conserving GGX BRDF into Phong specularity from the 80s. You can download the shader here: http://pasteall.org/blend/35343 or here:…
It works ok, though you have to invert the red and blue channels for it to look correct. TBH i hardly ever use Blender internal baking for normals as you can get better detail from xNormal, but the AO and Displacement quality are pretty sweet if you dont mind waiting for the renders
Blender is only as effective as the artist is at using it. Personally I would love if Blender had a DirectX option for the viewport renderer. OpenGL on the Fermi cards is slower than cards 2 or 3 generations ago. My 8800GTX performs better than my current 460GTX, due to Nvidia crippling the cards :(