I gave it a try as well, even though I don't do any stuff rendered inside Blender recently. I really enjoy the workflow, creating panel lines and the convenience of the integrated asset manager. No idea how the parallax node group works, looked at it and got dizzy :D The effect is really good though. Excited to see what…
The i920's have four cores with 2 threads each, which basically makes them 8 cores, they tear apart standard quad cores when doing stuff like mental ray rendering or baking textures, can't find the benchmarks right now, but when it comes to games the performance difference isn't as huge because most games aren't bottle…
Ah yes, DS & Wii gamer codes. I shall do that soon enough! AS for the code, I'm no wizard so it is likely that theres some waste in there. Would you be willing to help by showing me the code you removed? I can do that immediately after being shown what it is you had done. Thanks in advance. UPDATE: You can add DS or Wii…
wait until you can afford to upgrade both. Though as illo mentioned CPU would be more important (it also has to send the commands to the GPU). The Celeron has lousy cache, which is where a lot of speed comes from in CPUs. An i5 would be cheaper alternative on same socket.…
Hello, everyone. I know this is getting older. After having looked at the Blender Python API, and some other sources on the internet, I have managed to come up with this method of getting the correct vertices from the correct bones - all as integers. Here's the code if anyone wants to use it. I know it's not the nicest…
Wouldn't I still need to call every material instance in code if I'm overriding the cubemap parameter? That's the issue I was concerned with. Or could I make one MaterialInstance, then create all others based from that, and only override the parent's cubemap parameter? I'll try some tests and see what I can end up with.…
Nope. Shader code is no longer accessible as it was in CE2. It's funny because you can download Nexuiz beta and look into shaders anyway.. Yes. I'm not big expert. But material shaders are build on top of system and communicated with base shaders. At least I think it work like that. Asiade from that. I don't really need…
Dynamic Weather_System 2200 available! Changes: * New: Retrieve any DWS parameter value from any DWS effect at runtime via FlowGraph, LUA or C++ code. * New: Weather based dynamic onscreen effects and ready to use presets. * Improved: Snow & Rain transition fidelity. * Improved: DWS xml profiles filtering now supported…
Hello, everyone! I want to show you the new project on which I worked in my spare time. This is the fantasy world for my forester creature. For the fast rendering I used: 4*Dual Xeon e5 2670 2,6 GHz - 128 Threads + 1 Intel Core i7 4930K 3,4 Ghz 12 Threads. on the Forrender.com Render time - 58min. Noise - 3% - enough for…
.. it looks like this software is slowly dying... so sad. the Maya core is becoming too old compared to the technology we see in newer softwares like Modo. The thing is that autodesk guy should stop releasing useless releases (they're almost all bug fixes and some spare new features here and there) and try to think about…