Blender Cycles + XnaLara Tutorials

Post your XNALara tutorials here!

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Re: Blender Cycles + XnaLara Tutorials

Postby Dazzy » Fri Dec 14, 2012 11:16 am

Does this look good? :)
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I did a bit of proportional editing on the hair to make it look a bit more flowing :D
Do you have any other tips to make it look good? And do I need to change anything about the shadows? (Add AO/Ray Shadows etc?) And whats the best amount of samples to use?

Lol lots of queztionz!
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Re: Blender Cycles + XnaLara Tutorials

Postby Vonman » Sat Dec 15, 2012 1:14 am

good? that looks great! awesome work, dazzy! :D

mmm if youre using 2.65, it renders in panels, kinda like the old blender internal, right? (it picks one section and render it until it finishes before moving to another.)
if thats the case, 250-500 samples should be good. you can add more if your pc can handle it... like if youre using i7 processor or nvidia gpu.

the light in cycles bounce realistically. you can use that to your advantage. try adding a plane mesh underneath the models foot. then duplicate it (Shift+D) , and place the duplicate above the models head ;)
if you dont want the mesh to appear in your render, you can hide it while retaining its values and all. select the object you wanna hide, go to object tab, under ray visibility uncheck the box labelled "Camera" as shown here:

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other than that, dont forget to go to Render tab, and under Light Path, tick the box labelled "No Caustics". it might make your render a tiny bit darker, but it will reduce the noises and grains :)

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Re: Blender Cycles + XnaLara Tutorials

Postby Dazzy » Sat Dec 15, 2012 1:53 am

Thanks Von :hug2: Ill try that later, im getting used to Cycles now! :D
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Re: Blender Cycles + XnaLara Tutorials

Postby RoxasKennedy » Sat Dec 15, 2012 3:30 am

Vonman wrote:
on the "Image" node click Open and select the texture you want.

....or perhaps i should make a more elaborate tutorial about it? i have some time now maybe i can work on it :lol:


Yes please.

I'm serious, I have no idea how to navigate this crap!!
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Re: Blender Cycles + XnaLara Tutorials

Postby Dazzy » Sat Dec 15, 2012 4:42 am

Its easy if you get used to it lol xD
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Re: Blender Cycles + XnaLara Tutorials

Postby RoxasKennedy » Sat Dec 15, 2012 4:58 am

How can I get used to it if I am doing a Blender Cycles render FOR THE FIRST TIME and I can't even apply the textures to a model??
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Re: Blender Cycles + XnaLara Tutorials

Postby Vonman » Sat Dec 15, 2012 5:53 am

okay working on that :D gonna take some time to prepare the screenshots and all xD

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Re: Blender Cycles + XnaLara Tutorials

Postby Dazzy » Sat Dec 15, 2012 7:55 am

I mean once you are able to do that then it will be easier for you.
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Re: Blender Cycles + XnaLara Tutorials

Postby RoxasKennedy » Tue Dec 18, 2012 2:58 pm

Uhm, you know that one tutorial I was promised? I want it now. :pi:
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Re: Blender Cycles + XnaLara Tutorials

Postby FigureSculptor » Sun Dec 23, 2012 7:35 am

I notice that people are still using the normal-to-bump-map trick in Cycles in this thread.

I just wanted to point out that the diffuse and glossy Cycles shaders (and likely others) now have real normal mapping built into them. It's definitely available in 2.65, and I think it may have even been available in 2.64. Just connect a tangent-space normal map texture node (tangent-space normal maps are the purple ones that XNALara uses) straight to the purple "Normal" input on any diffuse or glossy shader node, and you're done. No more messing about with displacement in the output node.

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