Aaaaah! I don't believe it. I didn't know about Pointiness Value being added to 2.74. Which is what I was looking for the other day!
Blender Quick Tips - Pointiness Value https://www.youtube.com/watch?v=SYslucCSnPI Blender 2.74 new features: Pointiness and Cavity mask https://www.youtube.com/watch?v=cLISaAw-BPc YES! Kind Regards, Chris "*Chips*" Lee Mobile: 0410155111 Infin8eye <http://infin8eye.carbonmade.com/> Knight of the DLF IGDA Sydney founding member On 4 April 2015 at 17:19, Chris Lee <[email protected]> wrote: > Jump a couple of minutes into this tutorial to see where the Viewport AO > is: > Blender 2.74 Features: Real Time Viewport Ambient Occlusion and Depth Of > Field > https://www.youtube.com/watch?v=_YSkIWrsTzs > > > On another note. An interesting experiment could be to combine this node > setup with a Matcap material or two. > > http://blenderartists.org/forum/showthread.php?367347-Texture-Color-Based-on-Slope&p=2846782#post2846782 > > Kind Regards, > Chris "*Chips*" Lee > Mobile: 0410155111 > > Infin8eye <http://infin8eye.carbonmade.com/> > Knight of the DLF > IGDA Sydney founding member > > On 2 April 2015 at 04:00, Knapp <[email protected]> wrote: > >> 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 >> > > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
