I had a look at your file and got the result I would expect after I changed a few things. - OSL bevel shader to vanilla Blender bevel shader - render samples from 1 to 512 - activated cage in the baking settings I didn't have a look at it in Marmoset though.
@Chev did you use the proxy workflow in 2.79? If you find that it works better you, you could work on 2.79 anyway, and then use 2.8x for rendering (or whatever the reason you're using it now). 2.79 (the last nightly build for it) is my go-to at the moment. https://www.blender.org/download/previous-versions/
@RN Oh yeah, I've been using the latest official stable 2.79b since it got released, so that's definitely the culprit. Gotta check out the "Master" version soon. I've heard it has that Bevel Node for rendering rounded corners as well, which isn't in the official stable release either. :D
Does the new version of light baking via Cycles support baking the lighting data to vertex colors? If not, perhaps I'll just write a Python script for it (i.e.-to convert a light map to vertex colors). However, just doing it completely while rendering, without using a light map would be more efficient.
This is cute, from 2014. Someone used Blender and the Freestyle contour rendering to recreate the first opening of the "Card Captor Sakura" anime. Go to 1:30 to see a split view with wireframes etc., including the original opening (in traditional cel animation) as the top-left view.…
Hey! I think you guys may find this useful for lightmapping scenes: https://gum.co/Batch_UV_Operations_Blender This adds 3 simple operations for multiple object UVing. It lets you sync / set / create the active UV map, delete and set as active render map. Hope you guys find this useful! it's free
Sintel has been released in HD here. They've finished the 4k renderings from what I can tell, but I don't know if/when they'll put that version online because it is about 650 GB. So yeah, big. http://www.sintel.org/production/sintel-the-hd-version-scaled-from-4k/
hello, I have a problem with an object that I made for unreal and that I wanted to import into blender to do some rendering tests, some parts look good but other not. here are some pictures with, what I did and what it should look like I would be very happy if someone could help me
@Justo as far as I tried, if Mesh pieces are in separate Objects, they don't have bevels on intersecting geo with the bevel shader. @sinhead It depends on which view shading you use and what you set in your settings. If you have GPU enabled, then Cycles and Evee are using the GPU both on actual render and in the viewport.
''Worth to mention this is the first open movie fully rendered in Blender's viewport! All the shaders run realtime in the 3D viewport thanks to the magic of material nodes (and the magician Andy Goralczyk :)'' That's nice to see know! Super cool animation! I thought it was in Dutch at first until I realized it has no…