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 Post subject: Blender Eye
PostPosted: Thu May 23, 2013 9:09 am  (#1) 
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To this eye I use Blender 2.67 and rendered in Cycle.

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Wireframe

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 Post subject: Re: Blender Eye
PostPosted: Thu May 23, 2013 11:17 am  (#2) 
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Well done!
I think Blender deserves its own section in GimpChat :mrgreen:

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 Post subject: Re: Blender Eye
PostPosted: Fri May 24, 2013 5:52 am  (#3) 
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Nice work Lurifax73. There's too much good blender work on GC and I'm going to have to get to grips with it myself. I know I keep saying that but this time I'm going to hold a gun to my head and ensure it gets done.


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 Post subject: Re: Blender Eye
PostPosted: Fri May 24, 2013 6:57 am  (#4) 
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Thank you guys.
Tell me if you feel it is to much Blenderwork on this GimpChatForum. I enter my stuff only in Other Graphic Applications.
The reason why I explain my Blenderprojects is to get other Gimpusera to be interested in a fantastic 3D for free.
Blender is not that complicated as you may think it is. I can help you out with a simple project like modelling and animate a eye.
we do not use the more complicated cycle rendering motor to begin with, but only the simplest possible Blender Internal.
If you modelling eyes or other stuff you still need modeling, material, and animated tools. Thats it.

If we need help we ask K1TesseraEna he is a Blender Pro.
Let me know if you ar interested to try out Blender 2.67 Internal. PM is the best and most polite way to talk to each other, but ther is a problem We can not use screenshots.

Lurifax

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 Post subject: Re: Blender Eye
PostPosted: Fri May 24, 2013 7:10 am  (#5) 
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Lurifax73 wrote:
Tell me if you feel it is to much Blenderwork on this GimpChatForum.

Not at all.
I'm going to start publishing here what I've learned in Blender. What I had said about own section for Blender in GimpChat was real, for the issues about Blender can be better discussed. "BlenderChat" :hehe

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 Post subject: Re: Blender Eye
PostPosted: Fri May 24, 2013 12:13 pm  (#6) 
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Lurifax73, very clean and stylish mesh! Good work!


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 Post subject: Re: Blender Eye
PostPosted: Fri May 24, 2013 2:04 pm  (#7) 
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Thanks again.
Yes, Blender make me happy every time I create something.
Do you know you can work on more than one project at the same time without any problem. This 1 and 2 still under rendering.

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 Post subject: Re: Blender Eye
PostPosted: Fri May 24, 2013 2:59 pm  (#8) 
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Good job, Lurifax!
Can't wait to see the accomplished project.

I don't really think Blender deserves a separate section here.
But why not? I've always been reluctant to post my Blender works here
just because of that and the lack of attention Blender gets here.


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 Post subject: Re: Blender Eye
PostPosted: Fri May 24, 2013 3:49 pm  (#9) 
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Thanks K1 TesseraEna
Glad to hear from you.
Yes we have already our own section under " Other Graphics Applications" but I let you decide if you prefer someting els.
I still struggle with my animated cycle renders. Both 1 and 2 vill take 4-5 days to render, only because I have animate them.
I begin to think that cycle is not made for animation, if you hate fireflies.
Lurifax

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 Post subject: Re: Blender Eye
PostPosted: Fri May 24, 2013 4:47 pm  (#10) 
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It should not take days to render under 1 min animation in Cycles even with just CPU rendering.
Of course, it depends on scene complexity, but your were talking about relatively simple set?
There are some tricks to reduce render time, but it's the whole chapter and hard to cover just in few lines of text here.
What I do is reduce resolution of blender objects. Distant objects doesn't really have to be high poly. Make them low poly.
Do not overuse subdivision in Edit mode or use too much of subsurf modifier.
Make sure you don't have duplicate vertices, recalculate normals for each object and don't render double-sided (use culling).
Make border selection (Ctrl+B and select in camview) when you render so the program doesn't have to render the entire scene,
just what is visible to the camera.
In Cycles render options use Clamp set to .98-.95 to reduce fireflies.
You can also reduce noise in Composite editor - see this tutorial
Post-processing of frames in batch mode also can help. Noise reduction GIMP plugins, etc.
This is just a few basic tricks.


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 Post subject: Re: Blender Eye
PostPosted: Fri May 24, 2013 7:14 pm  (#11) 
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During the years I use Blender Internal I learn to don't render with raytracing, mirror and to much subdivides and cut all unnecessary stuff behind the camera.
If you look at the wireframe you se only things as the camera se to make less rendering time. Nothing els but eye. No floor and walls.
Here is 1 with text Lurifax animated with Lattice.
1.
Render Samples 2557
2.
Light Paths Direct Light

3.
Bitrate 10000

Do you find any wrong thing with this.

Thanks
Lurifax.

Image

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 Post subject: Re: Blender Eye
PostPosted: Sat May 25, 2013 3:14 am  (#12) 
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Oh man!....you're after the best possible video quality!
There's nothing wrong with your settings, but H.264 at 10 000 kbps?
No wonder it takes so long to render. I guess it's okay if you're making short 15-20 sec intro, like animated logo.

For animations >2-3 minutes I would go with HD but lower video quality render presets.
To make 2 min H.264 video on a powerful PC with GPU capable graphics card still takes a few days.
Big studios are using workstations with 32-64 GB video cards bundled together (worth a few thousands dollars each card)
to bake HQ animations and video effects.

I myself appreciate high quality production but it is always a question of justification of means to achieve certain goal.
If my project gets too expensive (time-wise or PC resource consumption wise) I try to simplify or dump that project.

What you said about raytracing is correct. IMO, raytracing is absolutely necessary for the right bouncing of light.
I can tell a difference because i'm using Mental Ray and V-ray renderers (oh yeah, I own 3ds max - courtesy of my sisters)
It is not very good in Blender Internal. BI is not in active development now, so I guess it will never be good. And since all focus
is now on Cycles, we can only hope new Blender render engine will catch up with big brothers.


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 Post subject: Re: Blender Eye
PostPosted: Sat May 25, 2013 4:06 am  (#13) 
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Hi K1TesseraEna.
I really appreciate your advices. Yes, only the best is good enough. I think in the near future Blenderpeople has develop a more easy way to render animated cycle projects.
Sonest one of my Blender project has finnish rendering (sometimes today) I got Blender free for next project.

I think beginners would like to know how to get from modeling to video. I need few screenshots to show how. I coming back later today.
Lurifax.

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Late 2017 iMac Retina 4K 21,5 inch Mac OS High Sierra version 10.13.4
3,6 GHz Intel Core i7
16 GB Ram 2400 MHz DDR4
Graphic card Radeon Pro 560 4096 MB
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 Post subject: Re: Blender Eye
PostPosted: Sat May 25, 2013 6:50 am  (#14) 
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Lurifax73 wrote:
Tell me if you feel it is to much Blenderwork on this GimpChatForum.


Nope. I love seeing it all and I think most of us are happy to discuss other open source apps.


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 Post subject: Re: Blender Eye
PostPosted: Sat May 25, 2013 1:48 pm  (#15) 
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Erisian thanks. I have made a simple tutorial how to make a sportcar from 1940-50 when the look like cigars.
Here we goooo.
Here can you download your version of blender 2.67. http://www.blender.org/download/get-blender/
1.
All the time you need to chang from top view, front view, side view and you find all underneath view (Se yellow screenshot)
2.
Change from top view to side view (Right) Press Shift+A. Add one circle. (Se green screenshot)

Image

3.
Rotate the selected circle (Se B)
Chang to front view (Se C) With S+Z scale down the circle (Se D)
Change back to side view (Right). Select the circle with A. Press E and extrude the front 8-10 times ( Se E, F and G You have made loop cuts.

Image

4.
You need some holes. Select the area you need a hole and press X+Face. Play around with the loop cuts. Scale them up/down.

Image
Image

5.

Now you need to make your Carbody smooth. Press Tab+A and add a Modifier+ Subdivision Surface and 2.
Select the body (object) with A and press Smooth.

Image

Next tutorial we deal with material.
Good luck
Lurifax.

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Late 2017 iMac Retina 4K 21,5 inch Mac OS High Sierra version 10.13.4
3,6 GHz Intel Core i7
16 GB Ram 2400 MHz DDR4
Graphic card Radeon Pro 560 4096 MB
Affinity Photo and Affinity Designers.


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