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For those who are excited about Blender 2.8 -- and are wanting a closer Marvelous Designer cloth creation experience in it, a full-time professional Blender addon coder just released a new addon that comprises of everything I am trying to achieve with my build (less the dedicated 2D creation side).
He even implemented a few things I haven't thought of yet, and figured out the sewing thread algorithm I was working on via ray-casting.
Check it out here (Garment Tool) :
https://www.youtube.com/watch?v=qvdxE6YbOSU&t=88s
that is awesome thx for sharing
Great addon. I have his Hair tool, have to check this new one, as well.
Thanks for the link.
WOW.. totally cool!
"Cut your costs drastically and finish renders quicker than ever with Barista. With Barista, you cut out the render farm and go directly to the servers. Voilá - the whole process becomes a whole lot cheaper. Get direct access to Amazon servers and render your blend files for the super low cost set by Amazon."
https://blendermarket.com/products/barista
Just an FYI. I have decided to switch to Kubuntu for everything I don't absolutely need Windows for. I anticipate Linux to be my final desktop/laptop OS. It is more stable, secure and less invasive then Windows and will now run most things without too much hassle.
The future of the OS market is defined by the most used systems, of which, one format outsells all others by a factor of 10k to 1. It's the handheld compute device we call the smartphone. Now obviously, the 'smartphone' (hate calling it that since it's so incorrect) has a lot of development to get to where it can replace the laptop/desktop for those of us who do intensive computing like 3D / animation, etc... However, make no mistake, it will, with cloud computing replace the environment we are used to at some point in the not to distant future. With wireless ability to attach easily to input/output devices (think 43" - 85" oled monitors etc...) combined with cloud computing (as above post shows) the main function a smart device provides is authentication, io hub and some amount of local storage. I saw a 'smart pendant' which could serve all of these functions not too long ago.
An Addendum to the Barista post. On the Blender market site there is a video where the developer shows the BMW Benchmark file being rendered in "aproximately 30 seconds" where on Windows 10 with a 1080 gpu it took 4'16".
Cycles benchmark times: https://docs.google.com/spreadsheets/d/1rybGWiISHtgaUI-E_DIOM0wf6DW5UG1-p1ooizHimUI/edit?ts=56d095bd#gid=0
Sheepit is a free peer to peer render farm. I've used it myself
Hmmm, that was very impressive. I just tested, and it takes about 55 seconds with my 2080Ti to render that scene, so 30 seconds is a really nice time. Heh, and of course $0.014 sounds like a very reasonable price :)
I have no idea how fast Octane is, but ever since they announced that 2019 versio with RTX support, I've been quite interested in that too. Is here anybody who uses it, and could give a little speed comparison between Cycles and Octane 2019? Also is it a big effort to translate all those Cycles materials to whatever Octane is using. I'm sure metals/wood etc normal materials are easy, but how about skin shaders with SSS/translucency?
Well here's a link on BlenderArtists about just that: https://blenderartists.org/t/cycles-vs-octane-speed-comparison/1148535
Basically, Octane still blows everyone else out of the water for general rendering. That is, in some cases, render engines like Arnold might be a better solution, but for purposes you mention... Octane. But, if you consider costs... the add-on AWS/personal renderfarm concept might work out cheeper, just not for large size realtime work. The person in the forum was comparing realtime Cycles to realtime Octane though and that isn't exactly an apples to apples comparison. Blender uses Evee for realtime rendering, which is basically going to line up pretty well with what Unreal or Unity can do but without exporting to a game engine. For realtime it will be fast but it is a bit of a different paradym then Cycles or Octane. Octane's benefit is that it can with the right hardware work more efficiently in it's full render engine even while manipulating the scene, as well as be more efficient on a local solution then something like Cycles.
Something to note btw is if researching this, it's important to realize that Cinema 4D's render engine is also called Cycles (Cycles 4D) so don't get them confused.
Also, Blender is going through so many changes on so many fronts right now that it's amazing they are able to do all of it and not drown in their own list of todo's.
Forgot to mention. I don't know if they've done anything about it, but when I was looking at Octane about 2 yrs ago, the materials issue you are asking about was the #1 thing that stopped people from switching to Octane. Hopefully someone who actually uses Octane can pitch in on that. :)
While it might seem Octane is off-topic, it is a viable render solution for Blender so I don't consider it so.
Here is a video that might be of interest on Octane4. It shows a render comparison between it and Houdini, which isn't in any way really comparable to Cycles other than it does show how much Octane stands above most render engines in it's strong points. The presenter does also mention how Octane fails at some high end features that some professional shops using VRay, etc... would require. All in all, Octane is a different and interesting engine. I am considering downloading the standalone and playing with it but I have to try to carve out some time to do so. :)
Yes I'm just about come across some products coming up will have some Blender 2.8 models in them, I'm bitterly disappointed with modo 13 it's been crashing on me as soon as I did a displacement render. Blender hasn't crashed once I do have the navigation keys set to maya but that's the only change I made.
Hey Joe,
I have been using Octane standalone for years and love it. Octane 4 is fantastic! I do my DAZ figure renders in it. I am also using Blender 2.8 beta and absolutely love it! It is so heads and shoulders above the already great previous versions and so easy to use. Eevee and Cycles are excellent render engines. Octane to me is so simple to use though and fast. I just have to get the hang of using the DAZ plugin for blender (1.3.1). I would love to get your impression of Octane standalone vs Cycles. Both are great.
I'm not sure if anybody else would agree but 2.8 beta is what got me hooked into Blender full time.
sculpt-mode-features branch
https://www.artstation.com/pablodp606/blog/1vEn/new-blender-sculpt-mode-introduction
....my one question, what was the 69.28$ figure to the right of the bottom blue bar in reference to?
My next question is about using Daz assets in Blender (such as characters) and whether that may not create an issue leaving the raw meshes on someone else's server (in this case Amazon AWS). Also what engine is used for GPU rendering?
...It got this long time "non-adopter's" interest. and I've actually been able to finally able to work with it and know what I am doing.
Hi, sorry didn't get update of the thread. I haven't had a chance to use Octane actually, just following it's progress. I've been split so much on various fronts lately, Unity in particular at the moment. I'm exploring Blender/DAZ/Unity integration for storytelling, etc...
Not sure where you see $69.28 so not sure what you are referring to. The product Barista itself isn't free (it's $90 atm.) As for DAZ products in rendering off-site, you would have to get an answer from DAZ.
@Mattymanx that is a very nice review/semi-tutorial. Thanks for posting :)
...click on the image I attached it is near the bottom right hand corner just beneath the red YouTube timeline (I highlighted it).
I take it that is a perpetual licence cost. Still less than Iray Server which is 295$/year.
I see it now, ty. I'm not sure what it is since I can't see enough context. The license cost is whatever the cost is in Blender Market which shows at $90 currently. I had the impression it was a render cost, but that would be a pretty heavy scene at high res or an animation at that cost I would think.
...yeah, 14¢ at the end sounded pretty good for getting such a high quality job done in under a minute. So, I apparently this is only useful for Cycles in either CPU or GPU mode.
How do you guys like the real time render engine?
I think Eevee looks amazing.
Eevee's great - and moving from Eevee to Cycles looks to be easy enough.
Looking at Blendermarket - have you seen the 'Extreme PBR 2.0'? Over 600 PBR materials with an easy to use addon-interface to adjust and apply as materials. It's saving me lots of time already. As easy as applying a shader in DS.
OK, so I'd like to use Blender more as an alternative to DAZ Studio for rendering and/or animation but I am stumped as to how to get my scenes into Blender. I have tried the Casual script and also the Diffeomorphic add-on but without spectacular success. I'm sure that is due to my own lack of understanding but it is difficult to find tutorials that I can follow and that describe the steps comprehensively. I'd pay for a good PDF or Video tutorial covering these aspects of DAZ Studio to/from Blender workflow:
That is going to be a huge amount to learn!
Yes, mcjTeleBlender or the Import Daz plugin from Thomas Larsson's Diffeomorphic blog are as close as you will get to a several click solution for this. The results are different, and you will need to do some work on the imported scenes.
The figures imported via the Import Daz are rigged and can be animated. I forget whether the same is true for mcjTeleBlender, haven't used it in a while.
Mostly that is learning modeling/sculpting. There are many tutorials available for free online, from very good to very bad, and a number of paid courses.
Modeling again if you mean mesh-based hair. Creating particle-based hair in Blender may seem superfluous and inconvenient now strand-based hair is available within Daz Studio (though I think Blender has more tools).
And modeling again. You would have to rig it in DS as I don't know of a way to import rigging from Blender into DS.
You can use Blender's cloth sim and export the result to DS, but I would only do that now where dForce doesn't do the job.
You can't use Iray materials directly in Blender unless there's an Iray plugin for Blender I'm not aware of (which would be neat). You will have to convert them to Cycles and/or EEVEE. The Import Daz plugin makes a stab at automating this, but there are so many variables I find you are always going to need/want to tweak the results to a greater or less extent depending on how fussy you are.
Does anyone know of a good, in depth tutorial about working with rigged characters in blender. Tutorials seem to go in 2 stages in Blender::
I need a tutorial that shows someone posing and or animating a rigged figure but ALSO tells me where they're getting those controls and why
Thanks for all the comments. At least I have a better understanding of what's involved now. Having said that, I'm not sure it is really worth the effort to try to use Blender's rendering options instead of DAZ Studio/IRay or the dynamic cloth instead of dForce and so on. If DAZ improve the animation options (particularly IK), I think I'd probably persevere with DS/KeyMate/GraphMate rather than try to export and animate in Blender.
A (near) real-time rendering option (similar to Eevee) for DAZ Studio would be top of my wishlist.
Grant Abbitt has a guide to animation in Blender 2.8 that covers rigging and animating a figure. I haven't watched this one in particluar but his sculpting and painting videos are really good so I assume it's up to the same quality. I think it's probably more toward the "you don't know anything" end of the scale but at a glance it looks like it bridges the gap to more advanced stuff, even if it doesn't actually get into it, as you go through.
This is the first video of six (later ones cover rigging, animating a rigged character, and facial rigs):