Blender Cycles + XnaLara Tutorials
- Dazzy
- Site Admin
- Posts: 10369
- Joined: Sat Aug 18, 2012 3:15 am
- Custom Rank: WestAllen best ship.
- Location: With Grant Gustin :ggl:
- Contact:
Re: Blender Cycles + XnaLara Tutorials
Does this look good?
I did a bit of proportional editing on the hair to make it look a bit more flowing
Do you have any other tips to make it look good? And do I need to change anything about the shadows? (Add AO/Ray Shadows etc?) And whats the best amount of samples to use?
Lol lots of queztionz!
I did a bit of proportional editing on the hair to make it look a bit more flowing
Do you have any other tips to make it look good? And do I need to change anything about the shadows? (Add AO/Ray Shadows etc?) And whats the best amount of samples to use?
Lol lots of queztionz!
- Vonman
- Posts: 2038
- Joined: Sun Aug 19, 2012 6:43 am
- Custom Rank: Oil King
- Location: Hope's Peak Academy
Re: Blender Cycles + XnaLara Tutorials
good? that looks great! awesome work, dazzy!
mmm if youre using 2.65, it renders in panels, kinda like the old blender internal, right? (it picks one section and render it until it finishes before moving to another.)
if thats the case, 250-500 samples should be good. you can add more if your pc can handle it... like if youre using i7 processor or nvidia gpu.
the light in cycles bounce realistically. you can use that to your advantage. try adding a plane mesh underneath the models foot. then duplicate it (Shift+D) , and place the duplicate above the models head
if you dont want the mesh to appear in your render, you can hide it while retaining its values and all. select the object you wanna hide, go to object tab, under ray visibility uncheck the box labelled "Camera" as shown here:
other than that, dont forget to go to Render tab, and under Light Path, tick the box labelled "No Caustics". it might make your render a tiny bit darker, but it will reduce the noises and grains
mmm if youre using 2.65, it renders in panels, kinda like the old blender internal, right? (it picks one section and render it until it finishes before moving to another.)
if thats the case, 250-500 samples should be good. you can add more if your pc can handle it... like if youre using i7 processor or nvidia gpu.
the light in cycles bounce realistically. you can use that to your advantage. try adding a plane mesh underneath the models foot. then duplicate it (Shift+D) , and place the duplicate above the models head
if you dont want the mesh to appear in your render, you can hide it while retaining its values and all. select the object you wanna hide, go to object tab, under ray visibility uncheck the box labelled "Camera" as shown here:
other than that, dont forget to go to Render tab, and under Light Path, tick the box labelled "No Caustics". it might make your render a tiny bit darker, but it will reduce the noises and grains
- Dazzy
- Site Admin
- Posts: 10369
- Joined: Sat Aug 18, 2012 3:15 am
- Custom Rank: WestAllen best ship.
- Location: With Grant Gustin :ggl:
- Contact:
Re: Blender Cycles + XnaLara Tutorials
Thanks Von Ill try that later, im getting used to Cycles now!
-
- Porter
- Posts: 6322
- Joined: Mon Aug 20, 2012 12:57 pm
- Custom Rank: ßâÜ(ÔòÑ´╣ÅÔòÑßâÜ)
- Location: A house
Re: Blender Cycles + XnaLara Tutorials
Yes please.Vonman wrote:
on the "Image" node click Open and select the texture you want.
....or perhaps i should make a more elaborate tutorial about it? i have some time now maybe i can work on it
I'm serious, I have no idea how to navigate this crap!!
-
- Porter
- Posts: 6322
- Joined: Mon Aug 20, 2012 12:57 pm
- Custom Rank: ßâÜ(ÔòÑ´╣ÅÔòÑßâÜ)
- Location: A house
Re: Blender Cycles + XnaLara Tutorials
How can I get used to it if I am doing a Blender Cycles render FOR THE FIRST TIME and I can't even apply the textures to a model??
- Vonman
- Posts: 2038
- Joined: Sun Aug 19, 2012 6:43 am
- Custom Rank: Oil King
- Location: Hope's Peak Academy
Re: Blender Cycles + XnaLara Tutorials
okay working on that gonna take some time to prepare the screenshots and all xD
- Dazzy
- Site Admin
- Posts: 10369
- Joined: Sat Aug 18, 2012 3:15 am
- Custom Rank: WestAllen best ship.
- Location: With Grant Gustin :ggl:
- Contact:
Re: Blender Cycles + XnaLara Tutorials
I mean once you are able to do that then it will be easier for you.
-
- Porter
- Posts: 6322
- Joined: Mon Aug 20, 2012 12:57 pm
- Custom Rank: ßâÜ(ÔòÑ´╣ÅÔòÑßâÜ)
- Location: A house
Re: Blender Cycles + XnaLara Tutorials
Uhm, you know that one tutorial I was promised? I want it now.
-
- Posts: 44
- Joined: Sun Dec 23, 2012 7:10 am
Re: Blender Cycles + XnaLara Tutorials
I notice that people are still using the normal-to-bump-map trick in Cycles in this thread.
I just wanted to point out that the diffuse and glossy Cycles shaders (and likely others) now have real normal mapping built into them. It's definitely available in 2.65, and I think it may have even been available in 2.64. Just connect a tangent-space normal map texture node (tangent-space normal maps are the purple ones that XNALara uses) straight to the purple "Normal" input on any diffuse or glossy shader node, and you're done. No more messing about with displacement in the output node.
I just wanted to point out that the diffuse and glossy Cycles shaders (and likely others) now have real normal mapping built into them. It's definitely available in 2.65, and I think it may have even been available in 2.64. Just connect a tangent-space normal map texture node (tangent-space normal maps are the purple ones that XNALara uses) straight to the purple "Normal" input on any diffuse or glossy shader node, and you're done. No more messing about with displacement in the output node.