Yep. With this you don't need to post-edit canvas scale (image cropping) ever again. If you have rendered stuff with 640x480 scale, you can use the same trick to scale the canvas down with Blender. I'll upload a separate Blender file for that later... QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Wed Aug 02, 2017 10:41 am Post subject:
I have noticed something when using the cycles template. If the emission of a material is set too high (Think 5 was too high), the material will render as black in the template. QUICK_EDIT
Resizing canvas did't work it's still 640x480. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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@Agent Z: Will check that at some point. I haven't worked with the Cycles template for a long time.
@PussyPus: Did you check the path/folder you put in the node output? Also, did you check that the correct template was selected (from the top)? QUICK_EDIT
_________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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It works now!, but the problem is the imported images gets corrupted colors, like here below, even the blue background uses the shadow color.
colorbug.png
Description:
unittem.pal: background color (0-255) uses shadow color (1-255)
Filesize:
5.5 KB
Viewed:
15236 Time(s)
_________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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Another Question, everytime i do a rotating object for converting it to SHP, it gives me smooth starting rotation and ending rotation, witch it's the opposite of gmax's frame moving (sharp moving like all the original ra2 and yr buildings), how to make it move sharply like the other building buildups? _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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Finally got some time and interest to check Cycles, this attached image is just freshly rendered from RA2 template.
Changelist for versio 1.02 will be:
- Added sky texture which will allow more realistic renders. It'll affect specular/glossy materials much more than matte materials by making them have a tint of sky blue.
- Fixed lighting, I don't know why I put that crappy mix node to mix shadow and image. Instead of that I added a gamma node.
- Fixed shadows (frames), they wasn't good enough as they had mixed black, dark blue and graininess mixed.
- Enabled Denoiser feature which is available on the newest Blender 2.79, so in order to use this you need to update your Blender. The Denoiser provides a really nice and smooth result with 100 samples and attached image took 4.5 seconds to render. With same level of quality/smoothness without denoiser it would have taken at least 5 times longer.
- I tested Principled Shader, which looks great with above changes. I highly recommend using this as it saves a lot of time playing with materials.
Cycles version 1.02 changes:
-Smoother AA, was quite sharp
-Improved lighting
-Added Denoiser (requires Blender versio 2.79)
-Added background texture to give more realistic touch with the materials and blue tint for glossy materials
-Fixed shadow cast on objects by removing a node that broke it and added gamma node to correct brightness/shadow ratio
-Fixed grainy shadow frames which also had dark blue colors
-Fixed lighting affecting other scenes (thanks to Blender Foundation) (requires Blender versio 2.79) QUICK_EDIT
Finally CnC Template for Blender 2.8 EEVEE render engine is work in progress. In this render the lighting is almost 1:1 with the regular template's lighting. However, this is best I can achieve with cast shadows because there's still something wrong with Blender 2.8 beta's lighting and shadows. I hope that one day the shadow quality will be better.
I encountered an error with the main template blend file (not the cycles one), when i click on 'Run Script' button on any 'Script' on any 'Scene' except for the scene 'Red Alert 2', i get an error related to 'Python Script Failure', i didn't change anything on blender since i got a new laptop in September 2018, sorry for reporting it late. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
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Yo ReFlex, glad to hear that you liked using my Blender template and that you've taken interest on Blender. I'm currently making templates for Blender 2.8 with 100% full Cycles and Eevee support in the same file and I'll be releasing it at some point in the near future. Come back later, to grab it. QUICK_EDIT
Yo ReFlex, glad to hear that you liked using my Blender template and that you've taken interest on Blender. I'm currently making templates for Blender 2.8 with 100% full Cycles and Eevee support in the same file and I'll be releasing it at some point in the near future. Come back later, to grab it.
I have not downloaded your template, just looked the pictures, I made my template 100% by myself. because I wanted to find a own way to get a result.
And yes, Blender 2.8 really nice.
I see no shadows on all screens, how do you make them? Alpha Channel? _________________ QUICK_EDIT
The only program that uses green for the shadows is XCC Mixer, when it's converting a SHP into individual frames. Everything else uses dark blue for shadows (like the game).
The actual colour doesn't mater much though, only that the colour is using a specific slot in the pal file; 2 for dark blue & 5 for green. _________________
And how should the image look for shp import?
Is there a way to import it with the right shadow, or is there always need to give the shadow in the shp editor the right color? _________________ QUICK_EDIT
Can use any distinct color that you are comfortable with for background and shadows. SHP Builder/Image Shaper tools use 256-colored palettes to import the rendered images into SHP files. And custom palettes could be made in a minute or two with palette editor tool to set the background or shadow colors of your choice. Color at first index in the palette is used for backgound and at 2nd index is used for shadow. Those colors differ based on game (TS/RA2) and theater (snow/temperate) etc.
You should keep the normal frames without shadow first and then equal number of frames which contains only shadow. Then import it to make the SHP file. QUICK_EDIT
Oh, when you said that you have to "Move the model so its (top)corner is at zero-point." you meant this point, correct? I always placed the model into the middle and I was wondering, why the shadows don't look right
Look at the image with the grid, the cam is pointing to the middle and the building needs to be "under" the middle".
If you look my image with the weapon factory, it was to far below.
I will make a second template for tiberian sun and release both this weekend for all.
Can someone please tell me the tile size of tiberian sun? I can't find the info. _________________ QUICK_EDIT
Hey, could someone tell me what the "template" file is for?
I always opened the template file and then I went to file > open to open the cycles file, but today I found out that it doesn't combine the two files, but just opens the cycles file. So what's the template file for, or what am I doing wrong? _________________ I use Arch btw QUICK_EDIT
Template file is for having the right lighting and render settings out of the box instead of manually each time setting them. You can have two approaches when you're creating assets you want to render for a C&C game:
1. You create a new blender file and model your asset. Then you will append that model to the template by opening the template, File -> Append -> .blend file -> Object -> Select all the needed objects, without camera and lights.
2. You open the template, save it as copy and then start modeling your asset. When you are done you can render it out right away. QUICK_EDIT
Unfortunatelly, when I do that I get grainy rendered images again So I either have to look at the cycles setting from the cycles file and change the replace the ones in the template file OR I just use the cycles file, since there already seems to be a good template included. _________________ I use Arch btw QUICK_EDIT
I tried all renderers actually. The problem is that if I open the template file it doesn't have your cycles configuration (which is what I meant before). But when I open the cycles file only everything is fine. That's why I asked what the template file is for. _________________ I use Arch btw QUICK_EDIT
Cycles template is for Cycles render engine and CnC template is for Blender Render engine.
If you've created your model with Cycles engine, you use the Cycles template, and if you've created it with Blender Render engine, you use the CnC template. Blender Render doesn't support Cycles materials and vice versa. QUICK_EDIT
If someone wants to try my template, here is it with the tesla coil as sample:
Blender 2.8 is required!
Just press "F12" and the rendered images are in the same folder as the blender file. _________________ Last edited by ReFlex on Tue Jun 11, 2019 2:04 pm; edited 1 time in total QUICK_EDIT
So.... any feedback about my Blender 2.8 template?
Greetings from Vienna.
I've just been informed that this template is actually a thing.
I'm looking into modelling buildings for TS in Blender myself.
Interestingly, I'm only seeing DonutArnold's template for Blender Internal and Cycles. Perhabs I'm overlooking your template for Eevee.
Where can I find it?
I'd really like to try out both the Cycles and the Eevee template in Blender 2.8 when I get home from work. QUICK_EDIT
My Blender 2.8 template is still work in progress. Hopefully I'll release it soon.
No problem. Take all the time you need.
In the meantime, I can use the Cycles Template already provided, which works perfectly within Blender 2.8. And with the low-res settings, rendering works fast enough.
Thank you very much for your efforts. I really apprechiate your work.
Thanks to the template, I've managed to render this building you're all familiar with.
My apologies for double-posting, but I may have found an issue with the Cycles Shadows script in Blender 2.8.
Instead of having a shadow on the render, it is completely blue.
Is there some sort of incompatibility with 2.8?
I'm rendering for Tiberian Sun by the way.
As a bonus, I'd like to show you a bit of progress on my Repair Bay as a sign of my apprechiation of your template.
I'm guessing the 2.8 version broke some stuff the template depended on. What was the latest template version made for? 2.7 or 2.6 or somewhere in-between?
Regardless, this is a good find, as Donut might've either overlooked or not noticed the issue. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
People were rather excited for 2.8, and the devs themselves mention "YUUUUGE" changes.
Guess someone wasn't paying attention and broke Donut's template. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
The alpha version is working and you can render stuff out with success with either Eevee or Cycles for TD/RA1, TS and RA2. You can try it (I've left some stuff laying around because it's still alpha):
I think there are still a few issues to work out.
For some reason, metallic surfaces are tinted in a pink-ish color. Non-metallics don't seem to be affected. This happens in both Cycles and Eevee.
Also, it looks like some important image files are missing. Specifically:
-blood1.png
-Gravel0075_5_S.jpg.001
-hexagon_tile0002_seamless_xs.png
-MetalBare0115_1_S.jpg.001
-studio_01_08.jpg
-ConcreteBare0224_1_s_darker.jpg
My guess is that the missing studio-image might've caused this pink-ish tint as this is part of the world's shader.
Shadow-passes work well in most scenes, except two:
"Tiberian Sun" and "Red Alert 2 - Effects" In both, only a completely blue image is rendered like I've reported a few days ago. Both Cycles and Eevee are affected.
Strange. The same textures are still missing.
I think it would be a good idea to place the image textures into a subfolder and provide them along with the Blend-file.
I did a quick test with a different environment texture. It partially fixed the issue but not completely yet. The pink places on the ring are supposed to be red. My guess is that once all image textures are in place, the issue should be going away.
It also looks like the sun has become way stronger than in the 2.79 template.
Is this intended? If yes, I can look into tweaking my materials again.
I see. If for some reason embedded textures doesn't work, try to uppack them to current directory (perhaps there's some issues reading the packed textures) and linking them again. If that doesn't work, download this .zip with all the used textures:
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