Blender Game Engine + Cycles test

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TL:WR; I created the physics using Blender game engine then rendered in cycles (blender 2.61)

First I created a cube and gave it a diffuse texture, then added a cube and went into the game engine. There I gave the cube a basic command (Move UP when I press the UP arrow), and set it to be a rigid body as well. Then I created something like 360 torus' (half small half large) and set them all to be rigid bodies. Then I set the cube 'arena' that the torus' were all in to be static.
I recorded the physics (under the "Game" options next to "Help" and "Add") then went into cycles again. I changed all of the textures of the torus' to be diffuse, two walls of the cube to be transparent, and each of the moving cubes to have a different texture.
I had to reanimate the cubes, which wasn't so bad since they were moving at a constant rate, but it did cause for there to be some slight spacing issues.
Then I animated two emitting planes on each side to begin to light up as the scene was getting darker, which is why it gets brighter towards the end.
I rendered at 400 passes / frame and it took about 1 : 20 min using GPU CUDA rendering.
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So, how do you get the textures of an object from cycles into the game engine?

JohnLaFosse