[Bf-committers] User added Metcaps, finished??

Chris Lee infin8eye at gmail.com
Sat Apr 4 08:19:34 CEST 2015


Jump a couple of minutes into this tutorial to see where the Viewport AO is:
Blender 2.74 Features: Real Time Viewport Ambient Occlusion and Depth Of
Field
https://www.youtube.com/watch?v=_YSkIWrsTzs


On another note. An interesting experiment could be to combine this node
setup with a Matcap material or two.
http://blenderartists.org/forum/showthread.php?367347-Texture-Color-Based-on-Slope&p=2846782#post2846782

Kind Regards,
Chris "*Chips*" Lee
Mobile: 0410155111

Infin8eye <http://infin8eye.carbonmade.com/>
Knight of the DLF
IGDA Sydney founding member

On 2 April 2015 at 04:00, Knapp <magick.crow at gmail.com> wrote:

> I can't seem to find the original statement right now but a reference to it
> is from 2013!
>
> 16-Apr-13,
>
> I am not seeing the AO and I have been playing 2.74 all morning and with
> AO. Not sure which AO that is referring too.
>
>
>
> On Wed, Apr 1, 2015 at 1:00 PM, Chris Lee <infin8eye at gmail.com> wrote:
>
> > Nobody actually replied to that.
> > Is it in the projected future?
> >
> > As a sidenote, 2.74 has screenspace AO built in. Great.
> > http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74
> > On 01/04/2015 8:28 AM, "Knapp" <magick.crow at gmail.com> wrote:
> >
> > > Thanks all!
> > > ps I still think it would be good to just let the artist add some
> matcaps
> > > as per the original design.
> > >
> > > On Tue, Mar 31, 2015 at 6:21 AM, Chris Lee <infin8eye at gmail.com>
> wrote:
> > >
> > > > Hi Douglas,
> > > > it occurred to me that the height shader may not be suitable for
> > > sculpting
> > > > something like a character. A cavity shader would be good, but the
> > cavity
> > > > shader tutorials I have seen involve baking dirty vertex to a UV map,
> > so
> > > no
> > > > good for sculpting. However I just came across this scripted solution
> > > for a
> > > > procedural ambient occlusion node. I will be checking it out, so I
> > > thought
> > > > you may be interested.
> > > >
> > > >
> > >
> >
> http://www.creativeshrimp.com/osl-ambient-occlusion-shader-procedural.html
> > > >
> > > > Kind Regards,
> > > > Chris "*Chips*" Lee
> > > > Mobile: 0410155111
> > > >
> > > > Infin8eye <http://infin8eye.carbonmade.com/>
> > > > Knight of the DLF
> > > > IGDA Sydney founding member
> > > >
> > > > On 31 March 2015 at 14:32, Chris Lee <infin8eye at gmail.com> wrote:
> > > >
> > > > > You cannot use the baked AO to UV map and masking in a sculpt
> > workflow,
> > > > > no. It is an interesting technique though for visualising a final
> > > sculpt.
> > > > > However the basic setup of any matcap as a texture is so simple, it
> > can
> > > > > take less than a minute.
> > > > > I just found this, which provides all the details at a glance:
> > > > >
> > > > >
> > > >
> > >
> >
> http://sozomaika.deviantart.com/art/Blender-Matcap-material-tutorial-431268608
> > > > >
> > > > > Just for reference, you can do this in cycles:
> > > > >
> > > > >
> > > >
> > >
> >
> http://blenderartists.org/forum/showthread.php?303899-SOLVED-matcap-in-cycles-with-nodes
> > > > >
> > > > > Plus if you wanted to use nodes to colour the recessed areas
> > > > procedurally,
> > > > > you could use a colour ramp.
> > > > >
> > > > >
> > > >
> > >
> >
> http://blenderartists.org/forum/showthread.php?305648-Cycles-Height-based-material
> > > > >
> > > > > In theory you could combine the matcap and colour ramp technique,
> to
> > > get
> > > > a
> > > > > procedural version of the previous video, but I have not tried to
> do
> > > it.
> > > > >
> > > > > Regards,
> > > > > Chris Lee
> > > > >
> > > > > Kind Regards,
> > > > > Chris "*Chips*" Lee
> > > > > Mobile: 0410155111
> > > > >
> > > > > Infin8eye <http://infin8eye.carbonmade.com/>
> > > > > Knight of the DLF
> > > > > IGDA Sydney founding member
> > > > >
> > > > > On 30 March 2015 at 22:58, Knapp <magick.crow at gmail.com> wrote:
> > > > >
> > > > >> On Sun, Mar 29, 2015 at 3:54 PM, Chris Lee <infin8eye at gmail.com>
> > > wrote:
> > > > >>
> > > > >> > Have you tried creating a matcap texture? At least until there
> is
> > a
> > > > >> change.
> > > > >> > I really like this tutorial as it covers the basic setup but
> takes
> > > it
> > > > >> > further by adding AO to mask another matcap.
> > > > >> >
> > > > >> > Combining and creating GLSL Matcap Materials:
> > > > >> https://youtu.be/FOqEZAwju9U
> > > > >> >
> > > > >> > Very cool but it is a baked UV map so you can't use it in
> sculpt,
> > > > >> correct?
> > > > >>
> > > > >>
> > > > >> --
> > > > >> Douglas E Knapp
> > > > >>
> > > > >> Creative Commons Film Group, Helping people make open source
> movies
> > > > >> with open source software!
> > > > >> http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
> > > > >>
> > > > >> Massage in Gelsenkirchen-Buer:
> > > > >> http://douglas.bespin.org/tcm/ztab1.htm
> > > > >> Please link to me and trade links with me!
> > > > >>
> > > > >> Open Source Sci-Fi mmoRPG Game project.
> > > > >> http://sf-journey-creations.wikispot.org/Front_Page
> > > > >> http://code.google.com/p/perspectiveproject/
> > > > >> _______________________________________________
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> > > > >> Bf-committers at blender.org
> > > > >> http://lists.blender.org/mailman/listinfo/bf-committers
> > > > >>
> > > > >
> > > > >
> > > > _______________________________________________
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> > >
> > >
> > >
> > > --
> > > Douglas E Knapp
> > >
> > > Creative Commons Film Group, Helping people make open source movies
> > > with open source software!
> > > http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
> > >
> > > Massage in Gelsenkirchen-Buer:
> > > http://douglas.bespin.org/tcm/ztab1.htm
> > > Please link to me and trade links with me!
> > >
> > > Open Source Sci-Fi mmoRPG Game project.
> > > http://sf-journey-creations.wikispot.org/Front_Page
> > > http://code.google.com/p/perspectiveproject/
> > > _______________________________________________
> > > Bf-committers mailing list
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> > >
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>
>
>
> --
> Douglas E Knapp
>
> Creative Commons Film Group, Helping people make open source movies
> with open source software!
> http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php
>
> Massage in Gelsenkirchen-Buer:
> http://douglas.bespin.org/tcm/ztab1.htm
> Please link to me and trade links with me!
>
> Open Source Sci-Fi mmoRPG Game project.
> http://sf-journey-creations.wikispot.org/Front_Page
> http://code.google.com/p/perspectiveproject/
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
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