Posts Tagged '2.5'

Indirect Lighting test

Yesterday i was playing around with the indirect lighting and environment lighting options in the renderer. Although the options are not that new anymore, and there have been many videos around, i never tried it before. So here is what i got after an afternoon, it can be tweaked much more but for a test it is enough 🙂


It is the same scene, same simulation (done in game engine then baked as f-curves, rescaled for timing). Scene has no light, only the emiting materials (emit 2.0) , and these are the scene world setting :

The factor level was boosted to 2, and a falloff effect added. The 2 first animations are the same renders, but with different color-corrections and glow values. As for the third one I slightly changed the balls, trying to use one material with a texture (with 2 values of colors) instead of 2 materials on different polygons (the middle glowy-emitting lines of polys and the rest of the ball).

You can download the .blend 3d scene here from blendswap.com: http://www.blendswap.com/blends/materials/glowing-balls-indirect-lightning/. It is creative commons license so you can of course use it as you want. I hope it can be helpful to some people.
The physics was done using the Game Engine physics, then recorded as f-curves using the Game->Record Animation option in the menus (when using Game Engine as render engine)

2.5 render times: sometimes faster, sometimes slower (+tips)

Recently i have been testing the renderings between both 2.5 and 2.49 and i have to say my feelings were mixed at the beginning. I have been opening some recent or older project files/images and just comparing the render times. Some of the scenes rendered faster in 2.5 (in fact most of them), but at the same time some were just slower! I have been testing with different settings and after a while i found out that the building of the raytree seems to take a lot on the some scenes that 2.5 renders slower.
So how can you improve that ?
Hum i was thinking to myself, strange that the raytree building takes lot of time. So i found the Raytrace Acceleration Structure in the performance tab in the Scene setting properties, and this is where everything happens. Basically the Auto setting work fine for most cases, except when there are a lot of instances/array of a same object and raytracing enabled like mirrors. In that case i found out the BLI BVH method works faster.
So whenever you have lots of faces and raytracing, don’t forget to try from Auto to some more adequate Acceleration Structure. I hope it can help someone in the future.

some blender 2.5 tests

I have recently been recording some tests with 2.5 so here is some animations and wave modifier stuff (best viewed fullscreen and HD on):

i hope i can record some others soon, its fun.
and here are some other links to interesting 2.5 videos :

Pablo Vazquez  :
http://www.youtube.com/watch?v=bE59xch_1oA&NR=1

mfoxdogg:
http://www.vimeo.com/4828703



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