Blender 2.6 OpenGL Coffee Mug

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Testing a bunch of things:
More OpenGL material texturing and pass rendering (including depth of field pass)
Whisp smoke using halos
VSE color grading (using curves)
Film grain filter idea
Anamorphic widescreen conversion rig idea (Maybe I'll share this in a short tutorial).
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Nice result, the smoke looks very convincing for an OpenGL render. For the Zpass, there is actually a way to create an accurate one by using the Camera Data Node's View ZDepth Output in the Material Node Editor and passing it through a squeeze value node to tweak the range and start. When used with a colorramp, maybe it wil give some more control over the DoF.

AngebranntesToast
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thank you for tutorials! i tried to render smoke with particles using  icosphere and smoke texture with alpha. and here the result. here is realtime rendering. but it has some undisareable issues. it doesn't work correctly with sun, only hemy. and i don't know how to make it cast the shadow. may be it will help you to find more beleaveble method. Blender glsl smoke realtime.

Zauriooo
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What is the reason you use OpenGL instead of cycles?

voyageruk