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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

Showing Tag: " shaders" (Show all posts)

NPR Shaders Update v5 video

Posted by Marius Oberholster on Wednesday, April 24, 2019, In : Tutorials 
Hey everyone!

This is a quick video to show you guys the new NPR shaders in v5!

GOD is so beyond amazing!!

There is a bit of news that will be added to this one. I have mentioned it in passing that the older shaders will be going away.

I'm not removing them immediately, because I still need to deal with the sharpness sensitivity. Once that is sorted out, the older shaders can be removed without anyone losing any sleep over it. If you still want the older ones or just to archive them, make sure yo...

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NPR Shaders

Posted by Marius Oberholster on Monday, April 15, 2019, In : News 
Hey all!

As you all know, Wasili and I started a thing in the Blender community at the end of 2017. He and I had spent a few months leading up to that December, building NPR shaders for Eevee - which was really rough in it's phases back then, hehe.

Anyway, since then, I've been working really hard off and on on these and since last month, we've had shaders that don't need to know it's light source, thanx to the incredible work put into the Shader to RGB node.

Today, I am super jazzed to announce...
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Building a formula with nodes

Posted by Marius Oberholster on Wednesday, January 3, 2018, In : News 
Hey all!

Building a formula with nodes is not as hard as it seams, but it can certainly be harder than you think as well.

You have to take quite a few things into account and these make it confusing:
 - Order of operations (will affect result)
 - Vector math functions available
 - Vector math output appropriacy (which output from vector math to use and when)
 - Vector transforms required
 - Vector separation and joinings required (available math functions dependent)
 - Math node functionality
 - Math ...

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Blinn vs Phong

Posted by Marius Oberholster on Wednesday, January 3, 2018, In : News 
Hey all!

Believe it or not, the Blinn and Phong models are not all that different. The goal with Blinn is to have specularity that is similar to Phong, but without it's sensitivity to proximity. This give many advantages within NPR, because it gives yet another thing you can manipulate - the size of the specularity. Source links will be at the end of this post.

Let's look at their formulas (don't worry, this doesn't get very technical) and the variables.

R = Reflected direction to the light sour...

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Happy new shaders

Posted by Marius Oberholster on Wednesday, January 3, 2018, In : News 
Hey all!

Happy new year!! May GOD bless you in all you lay your hands to for HIS Name's sake!!

I have to say that 2017 certainly came with a lot of unexpected things. I was hoping to finish Exodus by June (haha, hilarious! haha). I was certainly not planning on working on toon shaders for Eevee and honestly, by this time I was expecting a finished Eevee (can someone say super unrealistic, hahaha).

On the plus side - the animation for Exodus has progressed to where chapter 7 is visually complete....

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A little something just thrown together

Posted by Marius Oberholster on Tuesday, September 11, 2012, In : General 
Hey people!!

Today I wanted to take my first shot at wood with Cycles and did some water, sky and so on, and this was the result:



The render was done at 10 samples. Not bad considering the low amount. Here is a free tip. While working with the render view, it is much much faster to set it to a single sample, Direct light and while layering textures to use an emission shader. It means that you don't have to wait nearly as long for a preview and you pretty much get to see a live result on your ob...
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