I can't seem to find the original statement right now but a reference to it is from 2013!
16-Apr-13, I am not seeing the AO and I have been playing 2.74 all morning and with AO. Not sure which AO that is referring too. On Wed, Apr 1, 2015 at 1:00 PM, Chris Lee <[email protected]> wrote: > Nobody actually replied to that. > Is it in the projected future? > > As a sidenote, 2.74 has screenspace AO built in. Great. > http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74 > On 01/04/2015 8:28 AM, "Knapp" <[email protected]> wrote: > > > Thanks all! > > ps I still think it would be good to just let the artist add some matcaps > > as per the original design. > > > > On Tue, Mar 31, 2015 at 6:21 AM, Chris Lee <[email protected]> wrote: > > > > > Hi Douglas, > > > it occurred to me that the height shader may not be suitable for > > sculpting > > > something like a character. A cavity shader would be good, but the > cavity > > > shader tutorials I have seen involve baking dirty vertex to a UV map, > so > > no > > > good for sculpting. However I just came across this scripted solution > > for a > > > procedural ambient occlusion node. I will be checking it out, so I > > thought > > > you may be interested. > > > > > > > > > http://www.creativeshrimp.com/osl-ambient-occlusion-shader-procedural.html > > > > > > Kind Regards, > > > Chris "*Chips*" Lee > > > Mobile: 0410155111 > > > > > > Infin8eye <http://infin8eye.carbonmade.com/> > > > Knight of the DLF > > > IGDA Sydney founding member > > > > > > On 31 March 2015 at 14:32, Chris Lee <[email protected]> wrote: > > > > > > > You cannot use the baked AO to UV map and masking in a sculpt > workflow, > > > > no. It is an interesting technique though for visualising a final > > sculpt. > > > > However the basic setup of any matcap as a texture is so simple, it > can > > > > take less than a minute. > > > > I just found this, which provides all the details at a glance: > > > > > > > > > > > > > > http://sozomaika.deviantart.com/art/Blender-Matcap-material-tutorial-431268608 > > > > > > > > Just for reference, you can do this in cycles: > > > > > > > > > > > > > > http://blenderartists.org/forum/showthread.php?303899-SOLVED-matcap-in-cycles-with-nodes > > > > > > > > Plus if you wanted to use nodes to colour the recessed areas > > > procedurally, > > > > you could use a colour ramp. > > > > > > > > > > > > > > http://blenderartists.org/forum/showthread.php?305648-Cycles-Height-based-material > > > > > > > > In theory you could combine the matcap and colour ramp technique, to > > get > > > a > > > > procedural version of the previous video, but I have not tried to do > > it. > > > > > > > > Regards, > > > > Chris Lee > > > > > > > > Kind Regards, > > > > Chris "*Chips*" Lee > > > > Mobile: 0410155111 > > > > > > > > Infin8eye <http://infin8eye.carbonmade.com/> > > > > Knight of the DLF > > > > IGDA Sydney founding member > > > > > > > > On 30 March 2015 at 22:58, Knapp <[email protected]> wrote: > > > > > > > >> On Sun, Mar 29, 2015 at 3:54 PM, Chris Lee <[email protected]> > > wrote: > > > >> > > > >> > Have you tried creating a matcap texture? At least until there is > a > > > >> change. > > > >> > I really like this tutorial as it covers the basic setup but takes > > it > > > >> > further by adding AO to mask another matcap. > > > >> > > > > >> > Combining and creating GLSL Matcap Materials: > > > >> https://youtu.be/FOqEZAwju9U > > > >> > > > > >> > Very cool but it is a baked UV map so you can't use it in sculpt, > > > >> correct? > > > >> > > > >> > > > >> -- > > > >> Douglas E Knapp > > > >> > > > >> Creative Commons Film Group, Helping people make open source movies > > > >> with open source software! > > > >> http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php > > > >> > > > >> Massage in Gelsenkirchen-Buer: > > > >> http://douglas.bespin.org/tcm/ztab1.htm > > > >> Please link to me and trade links with me! > > > >> > > > >> Open Source Sci-Fi mmoRPG Game project. > > > >> http://sf-journey-creations.wikispot.org/Front_Page > > > >> http://code.google.com/p/perspectiveproject/ > > > >> _______________________________________________ > > > >> Bf-committers mailing list > > > >> [email protected] > > > >> http://lists.blender.org/mailman/listinfo/bf-committers > > > >> > > > > > > > > > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > > > > > > -- > > Douglas E Knapp > > > > Creative Commons Film Group, Helping people make open source movies > > with open source software! > > http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php > > > > Massage in Gelsenkirchen-Buer: > > http://douglas.bespin.org/tcm/ztab1.htm > > Please link to me and trade links with me! > > > > Open Source Sci-Fi mmoRPG Game project. > > http://sf-journey-creations.wikispot.org/Front_Page > > http://code.google.com/p/perspectiveproject/ > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > -- Douglas E Knapp Creative Commons Film Group, Helping people make open source movies with open source software! http://douglas.bespin.org/CommonsFilmGroup/phpBB3/index.php Massage in Gelsenkirchen-Buer: http://douglas.bespin.org/tcm/ztab1.htm Please link to me and trade links with me! Open Source Sci-Fi mmoRPG Game project. http://sf-journey-creations.wikispot.org/Front_Page http://code.google.com/p/perspectiveproject/ _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
