Check out the amazing EEvEE real time engine inside Blender.
You can DOWNLOAD it in the Nightly builds section.
Model originally made by Claas Kuhnen for his tutorial and then reduced and optimized by me, just for this test.
A growing selection of illustrations and comics mostly reborn from 90s.
Alongside them there are some newer ones.
Maybe in the (not so) near future there will be a further themed subdivision but, for now, they are all in a single bucket.
You can check them in COMIX section
Fine tuned carpaint and architectural non PBR glass added inside the shader (with R0 alpha channel)
As usual in the DOWNLOAD page.
Go check JacquesLucke‘s Animation nodes and Никита Городецкий’s Sverchok for Blender
Impressive implementation of nodal visual scripting system inside Blender’s architecture.
It’s definetly the right direction to go.
This example is based on the Thinking Penguin‘s tutorials.
Here with NK-multishader and filmicforblender.
You should grab one of the latest builds of blender because they have finally implemented the long awaited shadow catcher for cycles with full support of shadows generated by HDRI environments!
Blender’s Cycles GALLERY has been updated
Go check this amazing piece of software that fills the gap between proprietary software and open source-free software in the compositing and video editing field.
Rendering done with BLENDER Cycles’s GPU renderer with one single Nvidia 1060 graphical card in 4 hours at 1260×700 for the whole 860 frames.
Compositing done with NATRON.
Webm conversion for wordpress and firefox done with FFMPEG:
ffmpeg -i input-file.* -c:v libvpx -crf 10 -b:v 1M -c:a libvorbis output-file.webm
The timelapse sky comes from Hyperfocaldesign in very low resolution as a sample HDR sequence for testing purposes.
Troy Sobotka’s Filmicforblender has been used for colormanagement.
This video is intended as fan-art test and should not be used in commercial contexts of any kind.
I finally decided to add the INfamous glossy-map node to the PBR multishader.
Of course it’s not a radical choice when it comes to simulate photorealistic shaders but still, in some cases, could be useful somehow.
I’ve also decided to remove non-filmic shader and setup because filmic colormanagement already converts old scenes in SRGB.
Check the DOWNLOAD section