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

Who said Blender was hard?

«1…23242526272829…72»

Comments

  • wolf359wolf359 Posts: 3,929
    August 2016

     "And of course someone needs to create those pre-packaged nodal effects so it is a potential opportunity for anyone who does learn this."

     

    I assume you have seen this,
    Make me even more excited about the shader system of blender.

  • Joe.CotterJoe.Cotter Posts: 3,362
    August 2016 edited August 2016

    Nice shaders, although not technically PBR since there are some cheets such as the "rim color" in the metallic shader. The thing is, while it has a cheet and isn't technically PBR, shaders like this are much more so as people are creating shaders with the concept in mind of having it act in a consistant, predictable way under various lighting conditions, which is the main aspect of PBR actually. It's like people are creating some materials that don't exist currently in our world but still exhibit PBR qualities.

    Because so much comes from the ground up in an environment like the Blender community this type of artistic license is to be expected more then in some more commercial environments, however I'm not sure that commercial environments don't actually cheat just as much.

    One thing this video highlights is how people in the Blender community build on each other in a way that other commercial environments seem to be having a harder time keeping up with, at least in the case of the explosion of shader network development. I know there are a lot of proprietary shader libraries for other engines like VRay etc... but the speed of what I've seen for public shaders in Blender is really impressive.

    One thing I would like to see is some standardized way of measuring render time as well as showing results under different standardized conditions for different shaders so one could compare cost/results for various shaders and pick the simpler/more complex version of a given shader based on needs of a particular situation. In some situations, a simpler shader may give the same visual result with a much lower cost whereas in another situation, a more complex version of a given shader may make the difference between a sub-par result and an outstanding one. It would be nice to be able to identify that without having to do as many test renders as is currently necessary for a given scene.

    Post edited by Joe.Cotter on August 2016
  • wolf359wolf359 Posts: 3,929
    August 2016 edited August 2016

    "Nice shaders, although not technically PBR since there are some cheets such as the "rim color" in the metallic shader. The thing is, while it has a cheet and isn't technically PBR, shaders like this are much more so as people are creating shaders with the concept in mind of having it act in a consistant, predictable way under various lighting conditions, which is the main aspect of PBR actually. It's like people are creating some materials that don't exist currently in our world but still exhibit PBR qualities."

    This is sort of that area where the "artistic;
    types can sometimes Clash with the"Technocracy".angel

    While I am glad that the technology to perfectly mimic the physical properties of reality has become accessible to us at zero cost.

    The "creative persona" in me is also happy the that "rim color" option is possible with blender nodes.

    IMHO too often people get so caught up in the minutie of the numbers matching the "real word" values that "artistry" gets lost,cool

    As an animator and VFX artisit  I think We have to acknowledge that sometimes the real world is just plain boring or can even look silly when compared to the viewer expections.

    Look at how all movies are "Color graded"
    to set or match moods even though the "real world" lighting on that outdoor  shot was the physically correct lighting for that time of day.

    I could give many examples where the "real world "defaults are "enhanced" or even ignored for Artisitc reasons
    ( in cloth fluid& ,fire.lighting effects) 

    but I think my point is made.wink

     

     

     

    "One thing I would like to see is some standardized way of measuring render time as well as showing results under different standardized conditions"

    Not sure how useful such measurement would be when the indivdual hardware
    configuration would always be a major factor in determining how render intensive any particular scene element is going to be just look at the growing divide between the uber hardware IRay users and those with lesser systems.

    Post edited by wolf359 on August 2016
  • Joe.CotterJoe.Cotter Posts: 3,362
    August 2016 edited August 2016
    wolf359 said:
    Look at how all movies are "Color graded" to set or match moods even though the "real world" lighting on that outdoor  shot was the physically correct lighting for that time of day.

    'Part' of the color grading fad is to blend in cg with real shots (something most movie companies wouldn't admit out loud,) but yes I agree with you on all points.

    Post edited by Joe.Cotter on August 2016
  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    August 2016 edited August 2016

    Re: Substance and Iray... Substance Designer uses Iray for its preview render and Substance Painter uses Iray as its own render engine for rendered view. Weirdly it does not have an Iray specific export preset and I don't render in DAZ Studio so I'm not sure which maps would be best - I imagine one of the PBR Metallic-Roughness sets, but you could choose whatever export maps you wanted.  Substance Designer only exports it's own .sbs files AFAIK so you'd need to go through Substance Painter to use materials created in Designer in DS.

    Also, just a quick comment/note/expansion - above it was stated that Substance uses nodes.  This is only true of Substance Designer.  Substance Painter uses layers like Photoshop/Gimp.

    Not sure if that helps at all. :)

    Attached: screenshot of a recent Substance Painter project I was working on showing the Iray render; screenshot of the export settings from Substance Painter

     

    SubstanceRender.jpg
    1920 x 1080 - 439K
    ExportConfig.jpg
    1920 x 1080 - 342K
    Post edited by MarkIsSleepy on August 2016
  • lx_2807502lx_2807502 Posts: 2,996
    August 2016
    MDO2010 said:

    Re: Substance and Iray... Substance Designer uses Iray for its preview render and Substance Painter uses Iray as its own render engine for rendered view. Weirdly it does not have an Iray specific export preset and I don't render in DAZ Studio so I'm not sure which maps would be best - I imagine one of the PBR Metallic-Roughness sets, but you could choose whatever export maps you wanted.  Substance Designer only exports it's own .sbs files AFAIK so you'd need to go through Substance Painter to use materials created in Designer in DS.

    Also, just a quick comment/note/expansion - above it was stated that Substance uses nodes.  This is only true of Substance Designer.  Substance Painter uses layers like Photoshop/Gimp.

    Not sure if that helps at all. :)

    Attached: screenshot of a recent Substance Painter project I was working on showing the Iray render; screenshot of the export settings from Substance Painter

     

    Very helpful, thank you. Kind of bummed that there's no direct way to get materials made in Substance into DS - but you can at least paint / work on all of the types of images (ie make bump maps etc) at the same time right? I trialled Painter for a little bit and was sort of overwhelmed but everything I've seen from them looks very impressive and the rent to own option looks very tempting (also I want to support that sort of thing) - I'm just not really sure if it's worth investing into a new package instead of just using Blender for everything.

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    August 2016 edited August 2016

    Yes - you can definitely paint on all layers at once.  In the project I attached screenshots of, I created the diffuse, height/bump, metallic and normal maps all at once and texturing the whole thing only took me about ten minutes. I've only been using it for a couple weeks and it was the rent-to-own plan that sold me.  They have some great videos on their YouTube page walking you through a whole sample project too, which was super helpful - I took about three pages of notes. :)

    I'm still working on figuring out the best base setup to use the maps in Carrara, but I think I have a workable basic node setup for Blender Cycles.

    Basic Cycles Node Setup for Substance Painter Maps

    CyclesNodesForSubstanceMaps.JPG
    1452 x 859 - 102K
    Post edited by MarkIsSleepy on August 2016
  • lx_2807502lx_2807502 Posts: 2,996
    August 2016

    Very helpful, thank you!

    I knew a Blender thread on a Daz Studio forum was the place to figure out if I really wanted Substance!

  • Takeo.KenseiTakeo.Kensei Posts: 1,303
    August 2016

    If you want to use PBR you should check https://blenderartists.org/forum/showthread.php?403342-Cycles-Disney-Brdf and https://blenderartists.org/forum/showthread.php?400682-Cycles-Disney-Shader

    The disney Brdf is implemented in many render package and with a common standard it is easier to go from one render engine to an other

    The DS Iray Ubershader is also derived from the disney shader

  • nicsttnicstt Posts: 11,715
    August 2016 edited August 2016
    wolf359 said:

     "And of course someone needs to create those pre-packaged nodal effects so it is a potential opportunity for anyone who does learn this."

     

    I assume you have seen this,
    Make me even more excited about the shader system of blender.
     

    Gedd said:

    Nice shaders, although not technically PBR since there are some cheets such as the "rim color" in the metallic shader. The thing is, while it has a cheet and isn't technically PBR, shaders like this are much more so as people are creating shaders with the concept in mind of having it act in a consistant, predictable way under various lighting conditions, which is the main aspect of PBR actually. It's like people are creating some materials that don't exist currently in our world but still exhibit PBR qualities.

    Because so much comes from the ground up in an environment like the Blender community this type of artistic license is to be expected more then in some more commercial environments, however I'm not sure that commercial environments don't actually cheat just as much.

    One thing this video highlights is how people in the Blender community build on each other in a way that other commercial environments seem to be having a harder time keeping up with, at least in the case of the explosion of shader network development. I know there are a lot of proprietary shader libraries for other engines like VRay etc... but the speed of what I've seen for public shaders in Blender is really impressive.

    One thing I would like to see is some standardized way of measuring render time as well as showing results under different standardized conditions for different shaders so one could compare cost/results for various shaders and pick the simpler/more complex version of a given shader based on needs of a particular situation. In some situations, a simpler shader may give the same visual result with a much lower cost whereas in another situation, a more complex version of a given shader may make the difference between a sub-par result and an outstanding one. It would be nice to be able to identify that without having to do as many test renders as is currently necessary for a given scene.

    The link above is a great intro to PBR shaders in Blender; he also explains how to make them.

    I remember doing something similar, with regards to Fresnel (for my car shaders), but wasn't exactly sure why at first; it was a tip I'd seen in the early stages of cycles on either CG cookie or Blender artists. It's great to see Andrew's take on it, and his solution. Oh yeh, and node groups are great. He gives us accurate PBRs, and a way of cheating too.

     

    Post edited by nicstt on August 2016
  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    August 2016
    Takeo.Kensei said:

    If you want to use PBR you should check https://blenderartists.org/forum/showthread.php?403342-Cycles-Disney-Brdf and https://blenderartists.org/forum/showthread.php?400682-Cycles-Disney-Shader

    The disney Brdf is implemented in many render package and with a common standard it is easier to go from one render engine to an other

    The DS Iray Ubershader is also derived from the disney shader

    Ha! That's funny - I downloaded the Beta of ONELVXE's implementation of the disney shader about an hour after I made my post above. I kind of like my simple node setup using CynicatPro's PBR dialectric and metallic node groups and it seems to work well since I'm not usually going for pure realism in my images but I plan to play around with the disney ubershader too.  It would be cool if we could get the real thing in Blender (as mentioned in your second link) instead of these approximations.

  • Joe.CotterJoe.Cotter Posts: 3,362
    August 2016

    Has anyone seen the Animation Nodes add-on yet? It looks pretty interesting.

  • Oso3DOso3D Posts: 15,085
    August 2016

    Here's an example of what makes Blender hard.

     

    Where the frak is the Decimate tool?

    It's apparently changed locations, since several manuals say different things. Finally found the right manual. And... still can't find it.

     

  • AllenArtAllenArt Posts: 7,175
    August 2016 edited August 2016
    timmins.william said:

    Here's an example of what makes Blender hard.

     

    Where the frak is the Decimate tool?

    It's apparently changed locations, since several manuals say different things. Finally found the right manual. And... still can't find it.

     

    You mean the decimate modifier? In the "Generate" column of the modifiers panel, 5th one down. (in 2.77a)

    Laurie

    Post edited by AllenArt on August 2016
  • Oso3DOso3D Posts: 15,085
    August 2016

    There is supposedly another Decimate under Edit. Somewhere.

     

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    August 2016

    I don't think there is.  Maybe it was something from an earlier version of Blender that was removed as redundant since that function exists in the modifers.

    What are you trying to do that you can't use the modifier for? Maybe someone knows a work around.

  • Joe.CotterJoe.Cotter Posts: 3,362
    August 2016

    The only decimate I am familiar with is a modifier. However, there is the disolve and limited disolve option that might be what you are thinking of or may help you.

  • Oso3DOso3D Posts: 15,085
    August 2016

    I figured it out in Carrara.

    Basically, 'I have 1 million polygons. I'd like 50k, please'

     

  • Joe.CotterJoe.Cotter Posts: 3,362
    August 2016

    You might want to check out the link I posted. Doing decimations is tricky and pretty much seems to be a case-by-case basis type of thing. Having various options for it is very handy.

  • Joe.CotterJoe.Cotter Posts: 3,362
    August 2016 edited August 2016

    There's also the Remesh modifier which you can apply before attempting a decimate. The remesh modifer will generate a 4 sided poly version of the mesh that will usually decimate better if you don't have a good even quad layout since decimate works better on that type of mesh.

    As a side note, I would be interested in how a remesh/decimate in Blender compares with the results you got out of Cararra.

    Post edited by Joe.Cotter on August 2016
  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    August 2016

    In my experience Carrara's decimate works really well, but I like that in Blender you can use vertex groups to restrict the decimate modifier to just part of a mesh.  It's great for turning something like V7 into a low-poly version for distant characters since you can have the decimate just apply to the more dense parts of the mesh that you don't even see at a distance but still retain the overall shape by not decimating the whole thing.

  • Joe.CotterJoe.Cotter Posts: 3,362
    August 2016

    So Cararra's decimate just works at the object level?

  • wolf359wolf359 Posts: 3,929
    August 2016

    The decimate plugin for Daz studio  works great for me .

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    August 2016
    Gedd said:

    So Cararra's decimate just works at the object level?

    Yes - it affects the whole object equally.

  • Joe.CotterJoe.Cotter Posts: 3,362
    August 2016

    Oh, another trick with the mesh density mentioned is to bring the mesh into sculpting mode and use the smooth brush in combination with the collapse short edges option.

  • Oso3DOso3D Posts: 15,085
    August 2016

    I like having numerical tools and just say 'do X' without having to use brushes. For one thing, it's less reliant on having responsive UI.

     

  • lx_2807502lx_2807502 Posts: 2,996
    August 2016

    So... Decimate Modifier then?

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    August 2016 edited August 2016

    This may be slightly OT, but I was going to post some screenshots of the same object decimated with Blender's modifier v. Carrara and discovered an interesting behavior of the decimate modifier.

    I started with a cube, subdivided it a crazy amount of times and cranked up the fractal on the subdivision a bit to get a roughed up cube.  Then I selected the left half of it and made that a vertex group called (very creatively) "LeftSide." 

    In the first image I added a decimte modifier set to 50%:

    decimate modifier

    In the second image I added the vertex group to the decimate modifier to restrict it to just the left side of the cube. Notice how much stronger the effect gets with no other changes to the modifier settings:

    I was actually surprised by the result.  Apparently when you restrict the decimate this way, it still calculates the reduction based off the total number of faces/verts for the whole object.  That is, it still reduces the whole object by the same amount, but it does all of that reduction in the restricted area, when I expected it to recalculate how much to remove based on just that area as if it were a separate object.  So if you restrict the modifier this way you need to reduce the ratio to get the same effect overall.


    And back on topic,

     

    timmins.william said:

    I like having numerical tools and just say 'do X' without having to use brushes. For one thing, it's less reliant on having responsive UI.

     

    For Blender's decimate modifier all you need to do is put a number in that ratio box.  I believe (but am OK with being corrected if anyone knows better) that 1.00 means it stays at 100%, 0.75 would mean "reduce it by 25%," 0.50 would mean "give me half that,"  etc.

    DecimateNoVertGroup.JPG
    1913 x 1069 - 218K
    Decimate.JPG
    1919 x 1058 - 203K
    Post edited by MarkIsSleepy on August 2016
  • Joe.CotterJoe.Cotter Posts: 3,362
    August 2016

    Usually on a 0.0 -> 1.0 scale that's what it translates to. I haven't played with the decimate modifer in a while and Blender does do some wonky things at times (something they're actively trying to standardize now) but generally that's it.

  • jardinejardine Posts: 1,215
    August 2016

    ...i'm a total blender beginner as of this week, and it is very very clear to me that i really need to pick up a good book.  maybe two...

    any recommendations?

    thanks!

    j

     

     

     

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