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Daz 3D Forums > 3rd Party Software > Blender Discussion

Who said Blender was hard?

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Comments

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    April 2017

    Really interesting.  Thanks Chris.

  • j cadej cade Posts: 2,310
    April 2017

    Bringing this back up because firstly:

     

     

    Blender is getting fast. The guy on the video is using a GTX 1070, but I downloaded the build and even on my underpowered laptop it still speeds along pretty well. (not realtime but maybe 4 seconds to get it similarly clean, rendering with cpu)

     

    The same build also had the Principled shader, and I have to say I like it. While I'm certainly capable of and often enjoy building node trees, I still havent actually organized all the shaders I have made in a way where its easy to just pull them up. Being able to just slap this on 95% of a scene and not worry is pretty great. I definitely think it will be nice for a DS>blender workflow where one often has to set up a bunch of materials (and the users are less likely to be super comfortable with nodes and have their own PBR nodegroup at the ready). I managed to convert an entire scene from internal to cycles in about 10 minutes

  • j cadej cade Posts: 2,310
    April 2017 edited April 2017

    And while I'm here my monthly "yeah you can't do this in Iray"

    praise Cycles ability to cheat on materials. I'm using so many cheats here. Technically there are no volumetrics or SSS here. The only actual shaders used are refraction, glossy, transparency, and translucency. But despite that it's still 99.9% energy conserving (adding in the little bit of fake caustic). Lots of abuse of the light path node to make the shadows mostly transparent. If I could have any feature from Cycles to have just Iray, it would definitely be the ability to make materials not cast shadows. (The light path node is how I cheated on the SSS and absorption too)

    All told the render took about an hour and a half, (it's even larger than the one up in my gallery) if I had set up the materials with proper volumetrics it would probably take twice as long, and given that most of my glass renders in Iray took about 2 hours without any glossy roughness or scattering at all (and I wouldn't be able to cheat like in Cycles) I don't even want to imagine.
    Post edited by j cade on April 2017
  • lx_2807502lx_2807502 Posts: 2,996
    April 2017

    Until I read your description, I didn't even doubt that it was some sort of normal thick glass shader. Nice work!

  • wolf359wolf359 Posts: 3,929
    April 2017

    "praise Cycles ability to cheat on materials. I'm using so many cheats here. Technically there are no volumetrics or SSS here. The only actual shaders used are refraction, glossy, transparency, and translucency. But despite that it's still 99.9% energy conserving (adding in the little bit of fake caustic). Lots of abuse of the light path node to make the shadows mostly transparent. If I could have any feature from Cycles to have just Iray, it would definitely be the ability to make materials not cast shadows. (The light path node is how I cheated on the SSS and absorption too)"

     

     

    This is why cycles Branched path tracing options make it a superior render engine to IRay.
    IRay is a somewhat "Dumb" Brute force implementation of path tracing IMHO.
      

  • wolf359wolf359 Posts: 3,929
    April 2017

    On the matter of compositing ..well
    as an animator Compositing is not an option
    it MUST be used for my VFX post work.

     


  • lx_2807502lx_2807502 Posts: 2,996
    April 2017 edited April 2017
    wolf359 said:

    "praise Cycles ability to cheat on materials. I'm using so many cheats here. Technically there are no volumetrics or SSS here. The only actual shaders used are refraction, glossy, transparency, and translucency. But despite that it's still 99.9% energy conserving (adding in the little bit of fake caustic). Lots of abuse of the light path node to make the shadows mostly transparent. If I could have any feature from Cycles to have just Iray, it would definitely be the ability to make materials not cast shadows. (The light path node is how I cheated on the SSS and absorption too)"

     

     

    This is why cycles Branched path tracing options make it a superior render engine to IRay.
    IRay is a somewhat "Dumb" Brute force implementation of path tracing IMHO.
      

    I recognise that you can do far more subtle things with Cycles, but most of the time a dumb click brute force with minimal setup renderer is all I need (which I think is the case for many Daz users) so Iray is preferable in that situation. They're just different things for different purposes.

    That said, I'm sure it's equally possible to have Cycles in DS and have vendors selling appropriate materials with all the required render presets for a "decent" brute force result, but that's not the situation we're in.

    The way I look at it is this: there is a lot of depth and subtlety to photography. There are fancy cameras with many settings that those with the knowledge can take suitable advantage of. But for most people, point and click solutions are good enough for their needs. Rendering has many subtleties that I don't care about. I'm not a renderer. Rendering is just the end result for me.

    Post edited by lx_2807502 on April 2017
  • FossilFossil Posts: 166
    May 2017

    Hopefully someone will add Daz3D support.

    Ihttps://www.blendernation.com/2017/05/06/od_copypasteexternal-copies-pastes-3d-data-apps/

  • marblemarble Posts: 7,500
    May 2017

    Just a heads up ... Udemy currently has a sale where all courses (even the comprehensive ones) are $10. I have not looked before so I have no idea whether this is the normal price but the courses look pretty heavily discounted to me. I just bought one called The Blender Bitesize course which is said have a normal price of $175. There are others marked at $200. Anyhow, there are plenty of Blender courses on offer so it might be worth a look.

  • nicsttnicstt Posts: 11,715
    May 2017
    marble said:

    Just a heads up ... Udemy currently has a sale where all courses (even the comprehensive ones) are $10. I have not looked before so I have no idea whether this is the normal price but the courses look pretty heavily discounted to me. I just bought one called The Blender Bitesize course which is said have a normal price of $175. There are others marked at $200. Anyhow, there are plenty of Blender courses on offer so it might be worth a look.

    they have sales, just not like Daz. :)

  • AllenArtAllenArt Posts: 7,175
    May 2017

    Also, if you're a bit more into learning about Blender in-depth, CG Cookie is also a good source. Seems a little expensive, but if you're like me and need some deeper learning, it's great ;) It is video based tho and for people that don't do video very well, probaby not optimal ;).

    Laurie

  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017

    By now, many have probably seen previews for Eevee, Blender's realtime render engine which is designed for game/vr previz so that we can get an idea of how our models will look in realtime environments while we work on them. There is another interesting engine though that is a bit less well known, and that is Blend4Web. This very interesting add-on will output html/json files from Blender to give a 3D environment in the web browser. I haven't even played with this myself yet as I wanted to put it out there for others to start playing with. If anyone plays with it, give us your feedback on what your experiences are with it. :)

  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017 edited June 2017

    Forgot to post link to the actual site for Blend4Web. The GPL version is free but it falls under GPL license which means you need to make source code and blend files available for download. There is a professional version where this isn't necessary but it's a bit pricey.

    Also forgot to mention, it supports physics. :)

    Post edited by Joe.Cotter on June 2017
  • StratDragonStratDragon Posts: 3,273
    June 2017 edited June 2017
    Fossil said:

    Hopefully someone will add Daz3D support.

    Ihttps://www.blendernation.com/2017/05/06/od_copypasteexternal-copies-pastes-3d-data-apps/

    Vegas odds are 10:1 on if anyone does it, it will be Casual

    Post edited by StratDragon on June 2017
  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017

    Took a look at it. Currently moving fbx files between apps give better results then this, but maybe with some work it will be worth another look.

  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017
    Takeo.Kensei said:

    As you guys are talking about compositing and color grading, it could be a good idea to have a look at Natron, Nuke personnal edition (free) or Blackmagic Fusion personnal edition (free).

    Forgot to reply to this post. Blackmagic == DaVinci (same company) so Black Magic Fusion/Resolve == DaVinci Fusion/Resolve. These are my personal favorite programs for video editing, color correction and fx. Resolve was originally the top color grading tool on the market then they added features to make it a full featured linear editor. It is a very nice tool, very powerful, robust and is free even for commercial use. It doesn't have a node based workflow which is now pretty much the popular workflow for high end editing but Fusion does. They added the ability to export and reimport with a click to Fusion, so one can send a clip out for greenscreen, roto, fx, etc.. to Fusion and reimport for assembly. As you can probably guess, the biggest downside to this is they are professional tools so there is a bit of a learning curve. Personally I didn't find it to be much more of a learning curve then any of the other tools out, but I've been playing with various video editing tools for a while so I may not be the best judge. Again, I love them.

    Natron is an open source clone (basically) of Nuke and is free including commercial use. It isn't as robust or as full featured but it does follow Nuke to the point that people have used it to learn Nuke before Nuke PLE (personal learning edition) came out. Nuke PLE is not licensed for commercial use but if one's goal is to learn "the tool" that is used by major studios across the board, Nuke PLE is the route to go.

  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017

    Did we talk about Filmic yet in this thread?
    Well regardles, here is a good treatment on it which gives some hilights as to why we care. Supposedly Filmic is going to be rolled into the next release of Blender so it's worth taking a look at it now (Even Blender HQ has decided it's the way to go evidently.)

  • wolf359wolf359 Posts: 3,929
    June 2017

    "Natron is an open source clone
     (basically) of Nuke and is free 
    including commercial use. 
    It isn't as robust or as full featured "

    I tried Natron and found it horribly unstable
    with many crashes.>uninstalled
    I recently installed free  NL video editor "shotcut"
    It handles all of the pro res codes of apple's venerated Final Cut Pro

  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017
    wolf359 said:

    I tried Natron and found it horribly unstable
    with many crashes.>uninstalled
    I recently installed free  NL video editor "shotcut"
    It handles all of the pro res codes of apple's venerated Final Cut Pro

    Have you considered trying DaVinci Resolve/Fusion? They are both commercial grade software, free, and allow commercial use. They basically create top notch software that works with their hardware (which is where they make their money.)

  • wolf359wolf359 Posts: 3,929
    June 2017
    Joe Cotter said:
    wolf359 said:

    I tried Natron and found it horribly unstable
    with many crashes.>uninstalled
    I recently installed free  NL video editor "shotcut"
    It handles all of the pro res codes of apple's venerated Final Cut Pro

    Have you considered trying DaVinci Resolve/Fusion? They are both commercial grade software, free, and allow commercial use. They basically create top notch software that works with their hardware (which is where they make their money.)

     

     

    Hi 
    I create all of my Character animation on Windows
    (Iclone Daz Endorphin etc) and ,of course PBR still in Blender

    however ,at  the moment, all of my post production is done 
    on an older Mac.
    Adobe After Effecst CS for Compositing& VFX
    AutoDesk Combustion for some effects as well
    Apple final Cut Pro(Mostly just use IMove HD though)
    sound studio pro.

    However I am Looking at window based finishing
    solutions as a prelude to my eventual total migration
    from the Mac OS as the Mac is no longer a tool for 3D /CG artists
    So your suggestions are well recieved and will be considered

    Thanks.yes

  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017 edited June 2017

    iMovie and Garage Band are great programs. They have their limitations of course, but for what they are, they are great imo. Well designed, well targeted, and a perfect tool for getting started. For many people they are all they would need and they come free with the Mac. But yes, if one is committed, they usually grow beyond those tools. :)

    I like Adobe tools and they are used by a lot of smaller video production/effects teams, even professional commercial teams. However, I believe the future is in node based workflows, and as far as color grading, it's really hard to beat DaVinci Resolve.

    If Nvidia doesn't come up with a workable node based shader tool I'm afraid it will get left behind personally. There is just no way they can keep up with the various node based environments if they don't join in. The Substance tools can provide some integration for (IRay) and the wider CG community but Nvidia has to embrace it more as an integrated component at some point, and the sooner the better. Again, these are all just personal opinions for whatever they are (or aren't) worth.

    As a side note, for anyone using Cycles, remember that I have a pinterest board that links to various Cycles node structures for learning, experimenting and expanding from/on. It's one of many Blender boards but specifically on shaders.

    Also, Lynda.com has some training courses complete with exercise files on DaVinci Resolve and DaVinci Fusion. If anyone is considering them, I highly recommend the courses there. You can get a free month which is more then enough time to complete the courses.

    Post edited by Joe.Cotter on June 2017
  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017

    If anyone wants to connect with me on LinkedIn btw, my profile is here: Joseph Cotter @ LinkedIn. Artist, PA, in the end, it's all about community. :)

  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017

    For anyone looking to be a PA here at DAZ I don't have numbers for the DAZ store, but this infographic might be of some help.

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    June 2017
    Joe Cotter said:

    For anyone looking to be a PA here at DAZ I don't have numbers for the DAZ store, but this infographic might be of some help.

    That's really interesting. It's cgtrader specific data so obviously some of the stuff, like number of formats, doesn't direcly apply here but I would imagine the general trends still do.

  • wolf359wolf359 Posts: 3,929
    June 2017

    " However, I believe the future is in node based workflows, 
    and as far as color grading, it's really hard to beat DaVinci Resolve.

    If Nvidia doesn't come up with a workable node based shader
    tool I'm afraid it will get left behind personally.
    There is just no way they can keep up with the various
    node based environments if they don't join in."

    I agree completely
    The lack of node based shader mixer
    is one of the reasons Nvidia IRay does not interest me
    I understand why Daz prefers a simplified,brute force pathtracer
    But many users dont have the push button hobbyists mindset.
    This  is why Cycles branched node based pathtracer is superior to IRay IMHO.

  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017

    and just for fun.. :)

  • Robert FreiseRobert Freise Posts: 4,574
    June 2017

    Cool one of cousin Its relationsdevil

  • ebergerlyebergerly Posts: 3,255
    June 2017

    I haven't really followed this thread, but FWIW Blender has been one of my main apps for many years And even after all these years it drives me nuts. I love it, it's incredibly powerful, but geez if you're using multiple 3D apps it's always a stumbling mess going back and trying to remember the steps to do simple stuff and the keyboard shortcuts and so on.

    ZBrush the same way, even more. Drives me nuts.

    I have a lot of respect for the folks who can code the incredibly complex 3D world. But I think those are very different skills from developing really good UI's. IMO, that's been one of DAZ's strengths. Others not so much, IMO.  

    Heck, ZBrush hasn't had even the simplest universal manipulator until the latest version just released this week. Hard to believe, especially when you see the goofy Transform tool they have. And they call the camera zoom button as "Scale Edited Object" or something. Huh? And the list goes on... 

    So yes, IMO Blender is hard to learn and often counter-intuitive. And so are many 3D apps. I guess it goes with the territory.  

  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017 edited June 2017

    Yes, the name of the thread was a little tongue in cheek, but new tutorials continue to come out and it does continue to get easier as more great tutorials come out.

    It was mentioned earlier in the thread but a while back that one of the main goals of 3.0 is to decouple the system from the interface so that custom interfaces can more easily be spun up. Currently, Blender is the only (that I know of) 3D app that one can totally replace the interface on, but it is still complicated and takes a lot of Python, with the inherent maintenance issues any 'fork' has. With the next .0 release, spinning up custom interfaces will be officially supported. (At least that's the plan.) And, as part of that, the Blender team mean to spin up a more approachable interface for people who want to have something easier to get into without all of the bells, whistles, spinners and knobs immediately available.

    Post edited by Joe.Cotter on June 2017
  • Joe.CotterJoe.Cotter Posts: 3,362
    June 2017

    For anyone who took the time to look at the "for fun" link above and enjoyed it, here is the full series at Vít Procházka's YouTube channel. I find this particularly interesting because it highlights what can be done with mocaps and characters (such as imported DAZ characters) within Blender currently. :)

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