MaterialX v1.39.2 is now publicly available! This release introduces support for the Chiang Hair BSDF, Disney Principled shading model, generic color ramps, improved Worley noise, shader generation optimizations, & much more.
Mari 7.1 is soon to be released, and with it comes a new 2d mode where we, in this iteration of the 2d mode, can do image touch-ups, create tiled images and other workflows to feed the main texturing. We also see the introduction of a native switch node. Something many artists have requested for a long time. This new switch node will open up new possibilities when it comes to material workflows and handling multiple variants. We also see quality-of-life additions such as out-of-the-box smart masks and a better way to package node graphs to reuse between assets. Finally, the backdrops have improved as we can more easily move backdrops without diving closer into the graph.
I made a video with all of this in action so you can see for yourself
Made a very low detail animated crowd, in case it is useful to anyone. Since it is all unwrapped and baked on a single material, 512 texture, it is supposed to be used with as little state changes as possible on GPU side, and viewed from a distance. Model on my Sketchfabhttps://skfb.ly/pqEyT
https://lnkd.in/gX_ybcYB
Sometimes patience pays off. I had released a set of physically accurate camera lenses for rendering Depth of Field correctly back in 2022. They were plagued with a fatal flaw, the artists using them could not move the camera rigs away from the (0,0,0) location without the lenses degrading rapidly due to floating point accuracy errors. The bit depth of these attributes is baked into the render engine for Blender and only finally can this be worked around using the Blender 4.2 feature of Ray Transport nodes. This allows the user to mathematically transport rays to any location, and so I can now 'teleport' scene rays back to the static position of the built cameras. Artists can now move these camera builds anywhere in their scenes and it feels good to have closure to a nearly two year problem. Really crossing my fingers that the methodology of these builds inspire others to seek photorealism in their renders and realize that the GPU hardware of today is more than capable of this.
Today I created a 3D model of the Mobius Strip.
Do you know? Mobius trip is a looped surface with only one side and only one edge.
I have a funny question
If you need to apply GD&T on the drawing, which symbol you select?
Left side “A simple profile of surface” or right side “All over profile of surface”
**Note: The illusion is on my comment. Post both video and image at the same time is not allowed by system.
in the age of AI generated images in videos and dialogues, I'm fascinated by underdogs that don't need GPU. okay it helps to have a few CPU cores. and it's made only for Windows PC but if you have a Mac with M3 or M2 processors you might be able to run it on Apple Rosetta. Will you give it a try?
https://lnkd.in/g8V4ZEbH
it started as a proof of concept and became a plugin to PD howler but now also is available as standalone. to the best of mine all that it does not need a GPU. but I do see all my 20 CPU cores get busy at about 50%. there is a timer trying to make sure they're not 100% overloading the system.
it's meant to simulate fluids behavior such as when painting with watercolor. you can adjust the opacity level and how fast it spreads after the brush stroke. it keeps flowing in the direction of the brush stroke. it interacts with paper texture. and you get to set the gravity from 0 to 10... I like to say 0 to Jupiter.
if you'd like to see more please try it it's not available as a free trial unfortunately but it is low cost and perhaps in your budget if you skip two, er .. make that one inflation adjusted double caramel macchiatos ;-)
what will you do with it? create animated graffiti to put into blender 3D on texture maps? fancy abstract clouds and skies? add some smudge over clear text?
Check out our latest free tutorial video, fresh out of the MP4 compression chamber!
In this tutorial, you'll learn how to crank your gears and spin your VFX skills up to 100! (Sorry for the pun, couldn't resist!) But on a serious note, discover how to create unlimited spinning gears in a fully procedural way.
With the tight integration of ME-L in thinkingParticles, you'll gain access to nearly every aspect inside of 3ds Max. ME-L redefines the way you'll approach visual effects with 3ds Max.
Whether you're a beginner or an advanced VFX artist, this tutorial offers something new for everyone. Dive deep into the mechanics of ME-L and uncover why it's such a revolutionary tool for 3ds Max. And if you've ever wondered about multi-threading and its role in modern visual effects creation, this tutorial is a must-watch!
https://lnkd.in/gGGjJqVz
Don't miss out—watch now and take your VFX skills to the next level!
#VFX#thinkingParticles#3dsMax#particleFX