New Cycles Benchmark
New Cycles Benchmark
Blender Institute prepared six Blender files for testing Cycles rendering with CPU/GPU, using various settings and design styles but based on actual production setups. On the links below you can inspect the spreadsheet with results, and load the .blend file collection.
The goal is to have an overview of systems that are used or tested by developers of Cycles. We aim at updating it regularly, also when new hardware comes in – and especially when render features improve in Cycles.
Most strikingly so-far is that the performance of CPUs is in a similar range as GPUs, especially when compared to costs of hardware. When shots get more complex, CPUs win the performance battle. That confirms our own experience that fast GPU is great for previewing and lighting work, and fast CPU is great for the production rendering. But… who knows what the future brings.
Feel free to post own stats and observations on this blogpost! Maybe other .blend files should be added?
Blender 2.77 Release Notes
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77
Cycles Rendering
Improved Subsurface Scattering, and faster SSS on GPUs.
Smoke/Fire and Point Density support on GPU.
Customizable motion blur position, support for rolling shutter.
Custom baking passes.
Performance optimizations for large node shaders.
Improved default settings.
American Cosmo-Fash Art and Propoganda
Original thread: http://8ch.net/bmw/res/3627.html
Hello, guys. I'm looking for someone to help me out with some American fash propaganda, or at least point me in the right direction to someone else who can help. For now, I'd like to focus on more cosmic imagery. Basically, I'd just like some American versions of Soviet Space Race propaganda. If you know where I could go to find people who can do this, or go to find people who can teach me to do this, that would also be appreciated.
WHAT ARE UNREAL DEV GRANTS?
WHAT ARE UNREAL DEV GRANTS?
https://www.unrealengine.com/unrealdevgrants
Epic has created a $5,000,000 development fund to provide financial grants to innovative projects built in and around Unreal Engine 4. Awards range from $5,000 to $50,000, and there are no strings attached: you continue to own your IP, are free to publish however you wish, and can use the grant funds without any restrictions or obligations to Epic.
Character Artist for CS Projekt Red
Character Artist for CS Projekt Red
http://en.cdprojektred.com/jobs/character-artist-3/
I saw this posted and thought it would be interesting to gear my studies/tutorials towards an actual, real-world job posting. What are 3D artists expected to do? To know? What would make me hire-able? What would make me stand out above the crowd?
THE VISION
CD PROJEKT RED is looking for an exceptional, talented and experienced Character Artist (who preferably has experience creating stylized characters) to join our outstanding team. The candidate for this position needs to demonstrate deep understanding of industry standard 3D character modeling techniques as well as show interest in emerging trends in this field. As a Character Artist you will be responsible for creating prominent high and low poly characters in a timely and professional manner. You will be working closely with a small team to help refine the character pipeline and processes.
DAILY RESPONSIBILITIES IN A NUTSHELL
Creating high quality Characters, Armor and Weapon Models for PC and Current Gen Console game quality in collaboration with concept and design.
Optimization of character models focusing on reducing poly counts while maintaining quality.
Maintaining the production pipeline and meeting deadlines.
Mentoring and teaching junior character artists.
REQUIRED SKILLS & EXPERIENCE
At least 3 years of professional production experience.
Experience in modeling and texturing a diverse visual range of characters and creatures.
Low poly modeling experience and expertise are essential.
Strong texturing skills are important, be able to create high quality hand painted textures.
Strong Zbrush or Maya skills and at least a basic knowledge of 3DS Max.
Outstanding creativity and a very strong commitment to a project.
Excellent communication abilities.
Avid and passionate gamer.
Ability to communicate in English.
NICE TO HAVE
Animation and rigging skills will be highly appreciated.
Traditional drawing or sculpting skills will be welcome.
WE OFFER YOU
A modern and relaxed studio atmosphere with cutting-edge technologies.
A chance to work in an international environment in a booming industry.
A competitive salary and project based bonuses.
Private health care & MultiSport card.
From 20 to to 26 days of paid vacation per year.
An exciting chance to work on one of the most acclaimed role-playing games.
A step by step assistance and ‘Relocation Package’ for foreigners willing to establish in Warsaw.
Polish lessons for foreign employees.
GTA V - Graphics Study
GTA V - Graphics Study
http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/
Here I will be talking about the PC version in DirectX 11 mode, which eats up several GBs of memory from both the RAM and the GPU. Even if my observations are PC-specific, I believe many can apply to the PS4 and to a certain extend the PS3.
Grand Theft Auto V PC Graphics & Performance Guide
Grand Theft Auto V PC Graphics & Performance Guide
http://www.geforce.com/whats-new/guides/grand-theft-auto-v-pc-graphics-and-performance-guide
Multi-View Render
Multi-View Render
For this 5-minute guide we will take an existent .blend file that was made for monoscopic rendering and transform it in stereo-3d ready.
https://www.blender.org/manual/render/workflows/multiview.html
Debugging Python code with PyCharm
Debugging Python code with PyCharm
https://code.blender.org/2015/10/debugging-python-code-with-pycharm/
During the Ask a Developer session at the Blender Conference last weekend, there was a request for easy debugging of Python code. Fortunately, with PyCharm or Eclipse/PyDev, this is quite easy. Personally I use PyCharm, but the process should be pretty similar for Eclipse/PyDev.
Find Out How FX Experts Created Mars in The Martian
Find Out How FX Experts Created Mars in The Martian
Visual effects companies Framestore and MPC were tasked with creating the red planet in “The Martian.” From realistic landscape shots of Mars to simulated gravity differences, see how it all came together with a shorter-than-usual timeframe for post-production.
SIGGRAPH Asia 2015: Wetbrush: GPU-based 3D painting simulation at the bristle level
SIGGRAPH Asia 2015: Wetbrush: GPU-based 3D painting simulation at the bristle level
Demonstration of work by Zhili Chen, Byungmoon Kim, Daichi Ito and Huamin Wang - proof of concept computer graphics research demos method of digital painting thats close to the real method. Source here:
SketchUp????
Is SketchUp anything but basic shit? I've been using blender for small projects (ones that don't involve much/any animation, especially armaturing or kinetic whatever), but my boss wants me to start using SketchUp because it "looks nicer, faster" and "doesn't have all that damn time spent rendering".
I spent 20 minutes in it before I could figure out how I could translate across an axis, and none of the axes are labeled by anything other than a color. Moreover, it seems like you can't transform by values– you have to put a measurement on a face or edge, then manually adjust the size of it until you've got it about where you want it (you also can't seem to even view location or scale, nor dimensions any closer than 1/16th of an inch). Am I missing something, and all of that really vital shit is in here somewhere? I can hardly make anything with it.
How the Making of ‘The Good Dinosaur’ Was Different From Other Pixar Movies
How the Making of ‘The Good Dinosaur’ Was Different From Other Pixar Movies
http://www.slashfilm.com/making-of-the-good-dinosaur/2/
Clouds in Pixar movies would usually be painted in by matte painters, using layers to create the illusion of animated drifts. But for this film, Pixar wanted to light the entire set and not have to go back and forth with a painter in the background. So they chose to populate the skies of the world with volume clouds.
The set team designed a library of different clouds with a set list of 11 different cloud types. Pixar’s artists and technicians also created a rain library, featuring different types of rain that could be mixed and matched and manipulated to create any desired look. The clouds would be combined to form unique looking formations, which were not just scenery in the background of the story.
The lighting team was able to have the volemetric clouds cast shadows on the ground, controlling the location of the sun to light each scene.
Animation System Roadmap – 2015 Edition
Animation System Roadmap – 2015 Edition
https://code.blender.org/2015/03/animation-system-roadmap-2015-edition/
Force Fields and Turbulence
Force Fields and Turbulence
https://code.blender.org/2015/07/force-fields-and-turbulence/
objects in space.
I'm working on a project and I'm stumped. I'm curious about how objects would look in space if there was no star nearby. I know stars way off in the distance would add light, but I'm not sure how much. Would just using ambient occlusion be the best method for lighting? I honestly don't even really know how to structure this question. any help would be amazing.
King of the Hill
Would like someone to convert some 3DS Max files to Blender-compatible format. I can only give you a model I've made in return for you to toy around with. Would very much appreciate the help!