Blender branches to watch in 2016

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Draise
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Re: Blender branches to watch in 2016

Post by Draise » 25 Oct 2016, 15:15

Bullit wrote:Blender 2.78 out:




Before this came out, I used the grease pencil and converted them to splines then lofted them for the same effect. Technically you could already do this, lol

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Re: Blender branches to watch in 2016

Post by Bullit » 08 Nov 2016, 00:13

Several Blender Videos from recent conference

https://www.youtube.com/user/BlenderFoundation/videos

Blender and Tata motors


Grease Pencil and EasyRigging future developments


Blender as a garment design tool


Others at link.

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Re: Blender branches to watch in 2016

Post by Bullit » 27 Mar 2017, 06:30

http://www.cgchannel.com/2017/03/sneak- ... er-engine/
The Blender Foundation has posted the first details of the feature set for Eeevee, the new real-time not-quite-PBR render engine due to roll out in Blender 2.8.

A real-time PBR render engine – kind of
First announced last year, Eevee is effectively a PBR renderer in all but name.

According to the latest post on the Blender development blog, it will “follow the (game) industry trend” for real-time physically based rendering, “supporting high-end graphics coupled with a responsive … viewport”.

However, its name – it stands for ‘Extra Easy Virtual Environment Engine’, as well as a type of Pokémon – has been chosen to “avoid the confusing and too-much-hyped [term] PBR”.

While meant to be a “nice photorealistic engine”, Eevee isn’t necessarily intended to be as advanced as implementations of PBR in game engines, with the blog noting that the goal is “not feature parity with UE4”.

Unreal Engine-style ubershaders for common material types
In practice, that should mean that all of Blender’s “realistic” lights – that is, everything but the Hemi Lamp – are supported, using Blender’s existing shadow buffer system for real-time renders.

The work will implement UE4-style ubershaders for common material types, but with some advanced shaders – notably, SSS and volumetrics, and a clear-coat shader for car paint – missing in the initial release.

As a fallback when working with legacy scenes, materials set up for Blender’s existing offline Cycles render engine should work in Eevee by default, even if they look “slightly different”.

Image-based lighting via in-scene on-demand light probes
For image-based lighting, Eevee “will support pre-rendered HDRI followed by in-scene [light] probes”.

To ensure that something is displayed in the viewport while light probes are being calculated when a scene is first loaded, the output of the diffuse shader will be cached in the .blend file using spherical harmonics.

According to the blog post, cube maps – more accurate, but also more computationally intensive than spherical harmonics – will only be used for baked specular highlights.

Support for key post effects
The initial implementation of Eevee will also support a range of key post-processing effects, like motion blur, bloom, depth of field, tonemapping, and Ground Truth Ambient Occlusion.

Temporal anti-aliasing and screen-space reflections are due to follow in subsequent releases.

Availability
Eevee is due to form part of the upcoming Blender 2.8 release cycle. Core features are due to be implented by Siggraph 2017 in August, with “a more polished usable version” for the Blender Conference in October.
From Blender a more detailed explanation of what they are trying to achieve https://code.blender.org/2017/03/eevee-roadmap/

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Re: Blender branches to watch in 2016

Post by Bullit » 19 Apr 2017, 18:03


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Re: Blender branches to watch in 2016

Post by Bullit » 16 Jun 2017, 17:51

First Look at Eevee: Blender's Realtime Rendering Engine



Roadmap:
https://code.blender.org/2017/03/eevee-roadmap/

Builds:
https://builder.blender.org/download/

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Re: Blender branches to watch in 2016

Post by Bullit » 21 Jul 2017, 13:13


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Re: Blender branches to watch in 2016

Post by Draise » 21 Jul 2017, 16:23

Eevee updates are looking nice... transform MB and volumentric lighting.


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Re: Blender branches to watch in 2016

Post by Draise » 06 Sep 2017, 16:11

2.8 overview
Viewport

Up until now, the viewport was lagging behind the rest of Blender. Not anymore! Blender 2.8 brings the minimum OpenGL version to 3.3, with even newer features for compatible hardware.

The main use of this technology is Blender’s new real-time render engine: Eevee

Grease Pencil

Blender’s 2D drawing capabilities have been greatly improved with 2.8. The new Grease Pencil focus is to create a more friendly interface for the 2D artist, while keeping the advantages of having a full 3D suite underneath.

Grease Pencil is no longer just a stroke, it’s now a real Blender object with huge improvements to brushes and tools.

Organization - Workspaces

Workspaces will allow users to build up their working environment for a specific task. For example there could be workspaces for modeling, sculpting, animation and motion tracking.

Layers & Collections


Gone is the limit of 20 layers per scene. Blender 2.8 features a new concept for Layers and Collections.

Dependency Graph

At the heart of Blender, the dependency graph is getting a complete overhaul. Not only delivering better performance but also allowing overrides on data in a way not possible before.

Asset Management

This long awaited feature is finally coming to the 2.8x series.

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Re: Blender branches to watch in 2016

Post by Bullit » 12 Sep 2017, 19:43

2.79 is out.

https://www.blender.org/features/releases/2-79/


Denoise
Filmic Color Management
PBR Shader
Faster OpenCL
Shadow Catcher
More Cycles Improvements
Modeling & Modifiers
Animation
Grease Pencil
User Interface
Alembic
Python API
Add-ons
More Features
Compatibility Warning
Bug Fixes

check the detailed improvements.

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