The Blender 3D thread
- Started
- Last post
- 486 Responses
- imbecile0
Polyfjord is streaming atm
Secret tutorial stream?!
830 watching now
Started streaming 23 minutes ago
- NBQ000
Uhm, is Maya still a thing?
I see amazing stuff coming from the Blender devs and community all the time but hardly anything new in Maya since years.
- you probably see Maya stuff in all kinds of TV series CGI all the timegrafician
- Yes no shit. But in past few years I just hear about Houdini and Blender mostly.NBQ00
- I think Maya is still the industry standard at present. A bit like Photoshop. Everyone is expected to know it.monNom
- And all the custom tooling and pipelines are built around it. But AFAIK, most use specialized external software for modelling, sculpting, texturing, simulationmonNom
- etc. Because Maya's tools haven't kept up. Development of Maya seems to have stalled (similar to Photoshop). I don't think it's a priority for Autodesk.monNom
- There's probably more money to go after with a new product than one that everyone uses already.monNom
- Blender, IMO isn't directly competing with Maya. It's 'good enough' and getting better fast, and building a much broader user base along with it.monNom
- Autodesk the Adobe of 3D...grafician
- It's the very definition of disruptive innovation.
https://en.wikipedia…monNom - @monNom remember this?
https://www.qbn.com/…grafician - Maya is my day to day tool, but honestly, fuck Maya and fuck Autodesk.ApeRobot
- ...since 20 years.ApeRobot
- NBQ000
Something that sucks about Blender is that you have to import fonts manually and it doesn't recognise activated fonts or fonts activated via FontXplorer.
- NBQ000
So how do you know how many render samples is ideal?
I come from an oldschool renderer like Mental Ray where you have simplified AA/ sampling settings and then the ray-tracer does the job with tile-rendering.
But in new renderers like Evee from Blender the rendering is not tile-based but via sampling. And it's very subjective. Sometimes you don't notice the noise as much, sometimes you do. But it's a bit tedious to know the perfect sampling settings, especially when each scene is different.
What is your take on this?
- Sorry I meant Cycles renderer not EeveeNBQ00
- Rendering to sample level is hit and miss and only really comes with experience, knowing where bottlenecks will appear etc.face_melter
- We use Corona Render which renders to noise level - you set a % and let it fly until it reaches close to that, stop, then let the denoiser take over.face_melter
- I used to work with Maxwell, which uses sample levels. Fucking wretched software - put me off that system for life.face_melter
- It’s totally dependent on what you are rendering. If it’s just a scene of emissive shaders (flat, no shading) you can do 1 sample. Maybe 4 to smooth out AAmonNom
- For purely diffuse shaders, you can get by with like 16-64samples. As you add glossy surfaces, sss and glass, you up samples to contend with more light bouncesmonNom
- Think of it in terms of bounces. From light to surface is some quantity of light, from surface to next surface is a small percent of that, so each bounce has..monNom
- Less measurements than the previous bounce, leading to noisy measurements. Diffuse loses energy faster than gloss, so less bounces.monNom
- And less bounces yields less noise. You can actually limit the number of bounces in render settings if you want to get into it.monNom
- Alternatively, render in passes as the noise tends to accumulate in indirect light passes, which can easily handle blurring to reduce noise.monNom
- Check the compositor tutorial I posted first page to see how that works.monNom
- NBQ003
Some of these people can do amazing stuff with it.
- NBQ001
This such a cool making of/ tutorial walkthrough video
- imbecile2
- This is absolutely mind glowingly good. If 15 years ago someone showed you this and told you it was from a free software on one computer...shapesalad
- imbecile2
- (hand claps emoji )Well... how did that storyline get past the W0K3 brigade ?shapesalad