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
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
Here is the NEW version of my multishader for Blender’s cycles.
Now it is provided with a CARPAINT custom node as well as new procedural effects.
The scene has been fine tuned to give an optimized environment for creating materials.
Check out the DOWNLOAD link
Happy new year to everyone!