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Maybe it's easier for it to render opaque geometry, even if it's a lot of triangles, than planes with transparency?
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# ? Feb 29, 2024 01:51 |
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# ? May 10, 2024 01:13 |
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Sagebrush posted:Maybe it's easier for it to render opaque geometry, even if it's a lot of triangles, than planes with transparency? idk about cycles i guess, but most render engines are the exact opposite of this. ppl bake their geometry down to single images with transparency so they can render it faster, its how stuff like speed tree works and how unreal engine can get real time foliage.
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# ? Feb 29, 2024 01:53 |
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without knowing what I am talking about, I’d imagine transparency bounces are less efficient per ray but you’re doing it once rather than a handful of times for a bunch of leaves close together
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# ? Feb 29, 2024 03:22 |
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Utterly baffling on my end too but I'm not gonna argue with the results vv it's not like they cast shadows or the like either. I'm wondering if it's because there's a lot of volumetric fog in my scene that it's tough for it to plough through transparency? I remember slowly knifing the grass plane apart thinking "this is dumb and gonna screw things up" and then staring dumbfounded at the scene when it rendered faster Culling definitely made the biggest difference though for obvious reasons, I was amazed at how little reducing samples for pretty much everything affected the scene too
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# ? Feb 29, 2024 05:18 |
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I think it boils down to, shooting rays through transparency is slow, and if you have a lot of overlapping transparency you need to use a ton of bounces (even slower) or else the transparency is noisy or just opaque. it’s different from a game engine which just alpha blends or applies a pixel shader to the geometry behind the transparent piece. in cycles the extra geometry for this foliage doesn’t matter as long as you have enough ram because loading geometry is not the slow part of a ray-tracing engine
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# ? Feb 29, 2024 06:14 |
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fart simpson posted:idk about cycles i guess, but most render engines are the exact opposite of this. ppl bake their geometry down to single images with transparency so they can render it faster, its how stuff like speed tree works and how unreal engine can get real time foliage. That's not true, it's only the case for game engines and real time rasterisation. Every single ray tracing based renderer (vray, corona, cycles etc) is significantly faster at raw geometry over opacity maps. Most have internal tweaks to automatically clip opacity maps to only white/black to speed it up a ton. There's a lot of research papers about solving this, when I first started in the industry they needed to be avoided at all costs.
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# ? Mar 5, 2024 02:43 |
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cubicle gangster posted:That's not true, it's only the case for game engines and real time rasterisation. Every single ray tracing based renderer (vray, corona, cycles etc) is significantly faster at raw geometry over opacity maps. Most have internal tweaks to automatically clip opacity maps to only white/black to speed it up a ton. There's a lot of research papers about solving this, when I first started in the industry they needed to be avoided at all costs. huh ok. i guess tha tmakes sense
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# ? Mar 5, 2024 02:52 |
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fractal friday came 2 days early this week. feeling bored at work and doing some geo nodes mandelbrot variations https://i.imgur.com/cB3DVFV.mp4
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# ? Mar 6, 2024 11:32 |
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fractal friday continues on thursday. zooming in as far as possible before the blenders float values run out of prcision and it turns into noise (it ends on 2^17 zoom). i like the coloring bands u get, its basically taking the magnitude of each number after 150 iterations and applying some colors to it https://i.imgur.com/ft17pvq.mp4
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# ? Mar 7, 2024 09:50 |
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i like this still image from the middle
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# ? Mar 7, 2024 09:53 |
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had a new idea. i know from previous experience with strange attractors that certain points do not get attracted, they just shoot off to infinity. what if i create a bigass volume of points, run a lorenz attractor for a while, and then delete the points that are further away than some set distance from 0,0,0 after like, 500 steps of simulation through the attractor equations https://cdn.discordapp.com/attachme...6e1008c13a79be& kinda looks like a spaceship
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# ? Mar 7, 2024 14:34 |
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this animation is cooler. its showing which points converge first. as time goes on, more and more points enter the area that i consider to signal that theyre converging https://cdn.discordapp.com/attachme...b1f11377a09f33&
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# ? Mar 7, 2024 14:59 |
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i suspect that if i take a 2d slice of that structure and really crank up the resolution, it might have a fractal boundary
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# ? Mar 7, 2024 15:01 |
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fart simpson posted:i suspect that if i take a 2d slice of that structure and really crank up the resolution, it might have a fractal boundary update: not really... still looks neat though
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# ? Mar 7, 2024 17:09 |
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fart simpson posted:i like this still image from the middle i see this 30-45 minutes before i get a migraine, lol
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# ? Mar 7, 2024 17:46 |
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fart simpson posted:had a new idea. i know from previous experience with strange attractors that certain points do not get attracted, they just shoot off to infinity. what if i create a bigass volume of points, run a lorenz attractor for a while, and then delete the points that are further away than some set distance from 0,0,0 after like, 500 steps of simulation through the attractor equations
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# ? Mar 7, 2024 22:46 |
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toiletbrush posted:this is way prettier and more interesting than the OG lorenz have you ever seen that before? i searched around and tried finding similar stuff but didn’t. it was just an idea that popped into my head at lunchtime it’s basically the mandelbrot set process but with the lorenz equations i guess
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# ? Mar 8, 2024 01:10 |
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strange detectors and chaos in general are hella cool in use for generation of values that ride the lines between random and predictable. while it does not involve computer touching, take a look at this fourth-order hyperchaos generator for a deeper dive. check out the x-y plots for examples
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# ? Mar 8, 2024 01:14 |
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heres a plot of all the points that converge in the aizawa attractor. the 3d shape is not interesting, basically just this shape extruded along a very gentle curve
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# ? Mar 8, 2024 07:19 |
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if i run the simulation at a higher resolution it changes a bit. more detail over on the left side. next step should be implementing RK4 or something instead of euler numerical integration b/c decreasing the step size has hit a practical limit fart simpson fucked around with this message at 07:36 on Mar 8, 2024 |
# ? Mar 8, 2024 07:30 |
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is there a simple way of sharing blender assets with other people? is it just 1) upload the blender file somewhere. 2) people download it and add it to their asset library directory. for 3d models you could always just export the file in some interchange format, but for geometry nodes that option is not available. even python scripts you can just share as a text file.
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# ? Mar 8, 2024 21:49 |
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i guess there is this https://github.com/SaitoTsutomu/GeometryTools that seems to be able to export and import geometry nodes to yaml. i didn't test it, but at least is exists
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# ? Mar 9, 2024 09:17 |
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fart simpson posted:have you ever seen that before? i searched around and tried finding similar stuff but didn’t. it was just an idea that popped into my head at lunchtime quote:it’s basically the mandelbrot set process but with the lorenz equations i guess toiletbrush fucked around with this message at 11:08 on Mar 9, 2024 |
# ? Mar 9, 2024 11:05 |
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fart simpson posted:update: not really... still looks neat though Nice Blendussy
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# ? Mar 12, 2024 16:23 |
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apparently this is a thing that exists in other 3d modellers natively, but it was a new thing for me: using the uv map to retopologize a mesh. this video shows you how you can replicate the functionality in geometry nodes https://www.youtube.com/watch?v=-O6SjcLPnSo
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# ? Mar 17, 2024 18:31 |
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to summarize the logic: uv unwrap your messy topology straighten whatever uv island you want to clean place a clean grid mesh on top of the straightened uv map use the uv map to reverse map the clean grid to match to original mesh this only cleanly works on uv islands that can be flattened into a rectangle
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# ? Mar 17, 2024 18:36 |
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I guess there's gonna be a lot less rainbows in here.
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# ? Mar 18, 2024 07:04 |
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i figured out the math for apollonian gaskets finally in geometry nodes https://i.imgur.com/s8lUXTH.mp4 fart simpson fucked around with this message at 07:44 on Mar 28, 2024 |
# ? Mar 28, 2024 07:36 |
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also a nice way to unroll the recursion into a couple bog standard repeat zones
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# ? Mar 28, 2024 07:40 |
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maxe posted:my latest blender distraction is remaking simcity2000 tiles got back into it this week, killed a few very enjoyable hours listening to podcasts and plugging away its fun trying to interpret 4 pixel smudges into fully 3D shapes, and seeing things that make sense at 640x480 kinda dissipate into nonsense when you expand them into higher res. any hot tips for adding smoke for the chimneys?
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# ? Apr 1, 2024 12:13 |
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tiny little cubes or spheres maybe? looks super neat btw
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# ? Apr 1, 2024 13:16 |
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nice orbs
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# ? Apr 1, 2024 14:20 |
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It is done, it is out https://www.youtube.com/watch?v=ilpIO21wm94 Thank you all so much for your help over the years especially Bluemillion, Sagebrush and Echnophsis for the feedback it really has been invaluable now to leverage my experience for what Blender is truly meant for: shitposting
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# ? Apr 26, 2024 19:25 |
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Songbearer posted:It is done, it is out My utmost congratulations! That's a solid ten minutes of animation that you saw all the way to the end.
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# ? Apr 26, 2024 21:16 |
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Songbearer posted:It is done, it is out nice! ive seen bits of it before but it really came together there. sound design was on point too
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# ? Apr 27, 2024 03:25 |
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https://twitter.com/chiu_hans/status/1786749496925581652
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# ? May 6, 2024 16:53 |
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oh poo poo, so with the ray portal node you can do a real time security camera thing now
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# ? May 7, 2024 07:39 |
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Wheany posted:oh poo poo, so with the ray portal node you can do a real time security camera thing now yeah it seems to be the "do anything you want" node. the dev who randomly threw it into blenders code base said he added it because he wanted to make some cool gravitational lensing visualizations for black holes and had no idea people were going to use it for other stuff lol
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# ? May 7, 2024 08:38 |
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afaict the ray portal node lets you reprogram cycles raycasting behavior to change the origin of the rays and how they move, which ends up being pretty powerful i guess? we're barely seeing what people are gonna do with it but so far ive seen a black hole visualization, a real time video camera feed animation, magic boxes with portals to other "dimensions", the tardis thing from dr who, lens aberration, custom bokeh shapes, and parallax mapping
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# ? May 7, 2024 08:41 |
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# ? May 10, 2024 01:13 |
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I'm immediately thinking fractal and non-euclidian geometry
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# ? May 7, 2024 18:44 |