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

Chris Lee infin8eye at gmail.com
Sat Apr 4 08:33:32 CEST 2015


Aaaaah! I don't believe it. I didn't know about Pointiness Value being
added to 2.74. Which is what I was looking for the other day!

Blender Quick Tips - Pointiness Value
https://www.youtube.com/watch?v=SYslucCSnPI

Blender 2.74 new features: Pointiness and Cavity mask
https://www.youtube.com/watch?v=cLISaAw-BPc

YES!

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

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

On 4 April 2015 at 17:19, Chris Lee <infin8eye at gmail.com> wrote:

> 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/
>> > > > >> _______________________________________________
>> > > > >> Bf-committers mailing list
>> > > > >> 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
>> > > Bf-committers at blender.org
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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
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>
>


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