Ben Dansie has put together a great introduction to using cycles node based materials system, explaining how the glossy BSDF closure works and how to use textures to control aspects of materials in cycles.
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20 Comments
I want his computer :)
I had to stop the video after a few minutes...I simply couldn't stand the outrageous speed of his system in comparison with mine.
Oh My God that's fast!
a GTX460 goes for 160 euros. Guess what I'm buying!
Aargh... A 460 is pretty much comparable with an 6870 (at least same price, but less performance)
BUT CYCLES HAS NO MATERIALS FOR OPENCL YET :(
Patience is tha word... guess I'm just not good at waiting.
Thanks for posting! :)
Just for the record, it wasn't meant to be a subtle Nvidia advert, but I do really like the card for the price. OpenCL is coming as we all know, so patience is the word as mentioned. No need to specifically buy one card or another at such an early stage for the renderer.
If it makes people feel better, I think my processor on the other hand is approaching it's third birthday. Still happy with that too though.
ahh! i have that card i gonna test it Ben. anyways thanks for the walkthrough.
Hi Ben,
thanks for comforting the rest of us *grin*.
But seriously, how much do you think the cpu it still going to matter? With the blender ui running through opengl,
cycles now in cuda and later in opencl and the work on making the compositor running through opencl, what is
the cpu going to do all the time?
Can you check how much load the cpu actually has while the viewport is rendering in cycles?
thanks!
Revision 40078? Can´t find that revision...
http://graphicall.org/dingto
..?
@PhysicsGuy - I know the cpu isn't doing much during Cycles. Quick check says about 35-40% cpu load from Blender when Cycles viewport is doing its thing on gpu. Just wanted to point out the same thing as you do - it's mainly the gpu doing the fancy footwork work here, not the entire machine. Without wanting to oversimplify things of course. :)
@Jan Sandahl - Valid question. I forgot (new?) graphicall allows people to just overwrite previous uploads. That and DingTo updates his builds almost quicker than I finish my experiments. I had a quick look at that build this morning - 40168 at time of writing - and that should do everything fine. I think the first take I did on recording I made a bigger deal on how the tutorial might get out of date quickly. Stupid non Blender technical issues forced me to record a few more takes than was strictly necessary.
The important thing is most of the stuff I cover in the video hasn't really changed in a user noticeable way since Cycles was introduced.
Cycles need a real time depth of field and lens effects !
that would be soo cool!
Beau,
Cycles DOF is as realtime as the viewport render is, or do you mean something different?
just tried the build it is simply awesome can't wait for official release.
wow! simply awesome
Anyone else both blown away and completely overwhelmed by this?!
What an obnoxious waste of time. Hate Cycles and hate unedited videos about Cycles. Can't you just give us a fast renderer and get a proper teacher to nicely edit a video about it.
What happened to your video?
You don't have permission to access /video/28855220 on this server.
Apache Server at player.vimeo.com Port 80
Oh! it is working now....
Awesome! Can't wait to see what the next Blender Open Movie will be like using Cycles and the new Node Compositor.
Cycles HAS a real time DOF
check this image: http://dl.dropbox.com/u/6737114/Cycles_DOF_test.jpg
i'm totaly lost with equivalents proecural texture nodes in cycles and normal blender!
would you be able to make a new tut showing how to get equivalent nodes
like for instance the old brass from material repository
which is using 4 procedural textures
how to control proc texture color and alpha value
looking foward to learn more about cycle
thanks
What are you using that allows your cursor to have that yellow glow around it and do all that fancy tracking and color coded indication or is that integrated into a certain revision of Blender.