There's also this: https://www.sheepit-renderfarm.com/ Which has your computer render other peoples' animations, and theirs render yours. GPU compute has some limitations like texture memory and number of textures, and the AMD implementation can't use HDR textures or subsurface scattering, but given your simple aesthetic…
Sehr gerne... ( to satisfy your love for the German language ; )) Give me time until next week. ... I know, I have seen your redshift render video. I Like your approach and I hope soemday Blender will change its license and we can have the luxury of directly integrated 3rd party renderers.
I'm preparing a couple of models for my demo reel, and am finding it to be more difficult than expected to render curved wireframes on a model in Blender. This is what I'm talking about: Model is subdivided, but the wireframe has the resolution of the original low poly geometry, and smoothly follows the curvature of the…
Okay, I finally got it down...The problem was that I was not setting the image node's color space to Non-Color before baking. If I leave it at the default Linear, the map will come out wrong. Thanks for the help guys. I noticed Udjani says to save it as a Copy, and Zeist as Save As Render. I tried it both, and no changes…
Blender stops responding when i try to go into rendered viewport. That only happens when i try to render Volume (Trying to give Liquid a color but it's solid, not fluid.... maybe my hardware is just not good enough? i5 2500k, 16gb ram, rtx 480.. I am using Cycles with GPU Compute selected. Or could it be that my HDD is too…
Perhaps I'm being silly over here, but if I replicate that I don't get good results. After adding the modifier, testing it with the OSL does not provide good results, and in that bakeScene.blend file, if I switch the Bevel002 material to use a Bevel node (16 samples), I get the following result: Even if I save it as a…
Hmm.. i remember someone ask a similar question (somewhere) and indeed the UV where (somehow) accidently "shrunken".. they didn't fit anymore.. Another (weird) idea would be.. usually in blender (default theme) the overlay color is white and some orange if selected.. additionally marking the faces in a faded orange.. like…