Blender Conference 2012: Node-based Environment announced
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iamVFX
- Posts: 697
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Bullit
- Moderator
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- Joined: 24 May 2012, 07:44
Re: Blender Conference 2012: Node-based Environment announced
What is your opinion on it?
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Nizar
- Posts: 725
- Joined: 30 May 2010, 20:54
Re: Blender Conference 2012: Node-based Environment announced
Not watched all the video, is true blender development is fast, but there is not certain about it. Many others projects was announced but and not all was completed. Bmesh (ngon inside blender) was announced during 2.48 conference, but arrived only in this year (in 2.62 release)
In any case, blender is a software to take in consideration, is not a toys and is more then capable for many jobs. Also, out of the box is a great rigging/animation tools with a fast and efficient modeller.
In any case, blender is a software to take in consideration, is not a toys and is more then capable for many jobs. Also, out of the box is a great rigging/animation tools with a fast and efficient modeller.
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Mathaeus
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- Location: Zagreb, Croatia
Re: Blender Conference 2012: Node-based Environment announced
what's my opinion...
with all my love and addiction to SI ICE, I think most important task for Entrepotdok galls and guys is Cycles renderer. Since good old Pov-Ray had no power to jump into multi-threading, no one open-source renderer become serious thing, imho. Now it seems Cycles is very close to be usable.
Other than that, it's really interesting app, with deformation-rigging system like extended XSI 4 (no Gator, but it has shrink-wrap constraint and deforming operator, of course there's double system of local-global SRT), classic poly modeling, really strong UV editing.... and a lot of interesting stuff when it comes to simulation. For example, what's called 'dynamic paint', is an entire set of operators for interaction between meshes, there are equivalents of ICE 'footsteps', 'old school water', simulated weight-map *and* bitmap painting like pixel-particles, all that with proper sub-frame sampling.
One interesting is their mesh-reordering tools, you can re-order vertex and poly IDs and import this into SI as obj.
Also I'm very impressed with their ability to utilize whatever they can, let's say, render layer system is able to split objects along z-buffer, process layers through internal compositor, and glue results back into final comp, all that in one go. Hair is a part of particle system, so one can correct the cached particle paths, using standard hair styling brushes. This includes cached cloth sim too. Not so fast with huge counts, but anyway.
One special advantage is... enough of users, at least where I'm live - including Python gurus, too
Definitively 3d app which deserves to learn, at least, Blender's traditionally strong UV tools.
Entrepotdok = in 90', a famous squatting place in Amsterdam, now Blender headquarters
are there, officially - if I'm right.
with all my love and addiction to SI ICE, I think most important task for Entrepotdok galls and guys is Cycles renderer. Since good old Pov-Ray had no power to jump into multi-threading, no one open-source renderer become serious thing, imho. Now it seems Cycles is very close to be usable.
Other than that, it's really interesting app, with deformation-rigging system like extended XSI 4 (no Gator, but it has shrink-wrap constraint and deforming operator, of course there's double system of local-global SRT), classic poly modeling, really strong UV editing.... and a lot of interesting stuff when it comes to simulation. For example, what's called 'dynamic paint', is an entire set of operators for interaction between meshes, there are equivalents of ICE 'footsteps', 'old school water', simulated weight-map *and* bitmap painting like pixel-particles, all that with proper sub-frame sampling.
One interesting is their mesh-reordering tools, you can re-order vertex and poly IDs and import this into SI as obj.
Also I'm very impressed with their ability to utilize whatever they can, let's say, render layer system is able to split objects along z-buffer, process layers through internal compositor, and glue results back into final comp, all that in one go. Hair is a part of particle system, so one can correct the cached particle paths, using standard hair styling brushes. This includes cached cloth sim too. Not so fast with huge counts, but anyway.
One special advantage is... enough of users, at least where I'm live - including Python gurus, too
Definitively 3d app which deserves to learn, at least, Blender's traditionally strong UV tools.
Entrepotdok = in 90', a famous squatting place in Amsterdam, now Blender headquarters
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Bullit
- Moderator
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Manticor
- Posts: 160
- Joined: 09 Jun 2011, 20:41
Re: Blender Conference 2012: Node-based Environment announced
it does have something like Gator actually ..
Havent used it myself ,from what i read its a bit slow so really needs converting over to C++ to improve the speed but it does mostly what GATOR does
http://blenderartists.org/forum/showthr ... -10-02-12)
Havent used it myself ,from what i read its a bit slow so really needs converting over to C++ to improve the speed but it does mostly what GATOR does
http://blenderartists.org/forum/showthr ... -10-02-12)