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 Forum index » Modding Central » Media Hut
Blender templates [TD/RA & TS & RA2]
Moderators: Global Moderators, Media Hut Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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FekLeyrTarg
Soldier


Joined: 24 Aug 2008

PostPosted: Sun Nov 10, 2019 7:58 pm    Post subject: Reply with quote

Yes, the externalised textures have fixed the issue.
Thank you very much for your efforts.

Eevee is a bit funky with my Repair Facility at the moment. For some reason, a few faces, most notably on the corner-lights, are invisible for some reason. Cycles doesn't have that issue.

Also, is it intended that reflective/metallic materials have that blue-ish kind of tint?

In the coming days, I'd like to test each script in the Tiberian Sun scene to see if there are still any issues aside from the already mentioned issue with the two shadow scripts.

On a more personal note:
This Blender template is a dream coming true for me.
I already wanted to make buildings for Tiberian Sun 10 years ago but I lacked the skills necessary back then.

Despite the current issues, this template really is a game changer for me. Blender is the 3D program I feel the most comfortable with and I have lots of fun modelling and animating in that program.

So I highly encourage you to keep working on the template, so that it becomes the best template it can be. It really has a whole lot of potential.

I really can't wait to being able to import my buildings into TS with a working shadow pass.
But take all the time you need. There's no rush in finishing. Smile


TD_repair_facility_cycles_test_2.png
 Description:
Cycles has no issues aside from that blue-ish tint on reflective/metallic materials.
 Filesize:  118.76 KB
 Viewed:  1526 Time(s)

TD_repair_facility_cycles_test_2.png



TD_repair_facility_eevee_test_3.png
 Description:
Eevee is quite funky at the moment.
 Filesize:  124.39 KB
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TD_repair_facility_eevee_test_3.png



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Nov 10, 2019 9:13 pm    Post subject: Reply with quote

why is that concrete octagon column below the repair facility having a completely different lighting than the prism tower?
The SE side is much brighter than the SW side. It should be vice versa.

Somehow the repair facility is following a different lighting than the prism tower.
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Nov 10, 2019 10:37 pm    Post subject: Reply with quote

I assume it's backface, as it's lit from the other side.

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FekLeyrTarg
Soldier


Joined: 24 Aug 2008

PostPosted: Mon Nov 11, 2019 11:38 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
why is that concrete octagon column below the repair facility having a completely different lighting than the prism tower?
The SE side is much brighter than the SW side. It should be vice versa.

Somehow the repair facility is following a different lighting than the prism tower.


That column is the hole, which is supposed to be seen only in the buildup animation.
The strange lighting may be caused by the fact that the normals are pointed to the inside rather than the outside.
(Note that I've placed a point light inside the hole so that it is visible at all.)

I have yet to place a plane with a hole on the scene again to cover up the parts which are not supposed to be seen. I did that in earlier versions of the scene-file.
However, I'm waiting until the most critical bugs are fixed.


TD_repair_facility_hole_cycles.png
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TD_repair_facility_hole_cycles.png



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FekLeyrTarg
Soldier


Joined: 24 Aug 2008

PostPosted: Fri Nov 22, 2019 10:37 am    Post subject: Reply with quote

My apologies for double posting but I have important news:
Blender 2.81 has been released with many more improvements.
https://www.blender.org/download/
https://www.youtube.com/watch?v=twWUdjdm-a8

I'll test the current template later today to see whether or not anything else has been broken besides TS' shadow pass script. Smile

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Nov 22, 2019 11:47 am    Post subject: Reply with quote

Oooo, nice! I'll download it right away. I'll make some critical changes to the template since I've been waiting for holdout shader for Eevee and some other features.

TS shadow layer didn't work because the Render Layers node wasn't connected.

Blue tint shininess for specular materials is intended because I'm trying to have more realistic approach, metals reflects the blue sky (especially in RA2, but I'm not sure about TS, I'm thinking of using different sky for it). I recommend you to decrease specular and metal values if you don't like the blue tint.

EDIT: Using boolean modifier on the plane works better than manually cutting it. You can use any shape you want as the boolean cut object.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 22, 2019 8:35 pm    Post subject: Reply with quote

For TS I gave my reflective metal materials a slightly yellow tinted color for the specular color (something around RGB 255,255,220).
Due to the yellow sky shown in most WW renders and the more sandy barren environment which would be reflected as well.
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FekLeyrTarg
Soldier


Joined: 24 Aug 2008

PostPosted: Sat Nov 23, 2019 2:04 pm    Post subject: Reply with quote

Good point about the booleans. This should make life much easier.

I've decided to fiddle a bit with Photoshop to tint the studio sky in a yellow-ish tone for TS. It may still need a bit of fiddling but it doesn't look so bad.
I think I should look into making this effect a bit more subtle.

If you'd like, feel free to use the photoshopped sky for the next version of your template. Smile

Edit: I've found the unconnected renderlayer and reconnected it. Thanks to pointing me towards it.


TD_repair_facility_shadow_test.jpg
 Description:
The shadow pass after re-connecting the renderlayer.
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TD_repair_facility_shadow_test.jpg



studio_01_08_yellow-ish.jpg
 Description:
The yellow-ish sky made in Photoshop
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studio_01_08_yellow-ish.jpg



TD_repair_facility_yellow_sky_test.jpg
 Description:
The Repair Facility using the yellow-ish sky
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TD_repair_facility_yellow_sky_test.jpg



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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Nov 23, 2019 11:55 pm    Post subject: Reply with quote

@LKO: Thanks for the feedback, I made a special environment texture for TS scene, so it'll have a tint of yellow instead of blue.

@FekLeyrTarg: Thanks! However, as I stated above, I already made one and will release another alpha at some point.

Here's some update, added background textures (procedular) for preview 2 script, so it'll be easier to match the assets with the game itself. A little taste:


cnc_eevee_01_04.png
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cnc_eevee_01_04.png



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FekLeyrTarg
Soldier


Joined: 24 Aug 2008

PostPosted: Wed Nov 27, 2019 4:03 pm    Post subject: Reply with quote

Fantastic. I'm looking forward to the new alpha. Smile

By the way:
As 2.81 has introduced that new AI Denoiser: Would you like to make use of it in your template?

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Nov 27, 2019 8:46 pm    Post subject: Reply with quote

FekLeyrTarg wrote:
Fantastic. I'm looking forward to the new alpha. Smile

By the way:
As 2.81 has introduced that new AI Denoiser: Would you like to make use of it in your template?


Just tested it on AO pass and result is really nice as AO is normally really noisy. Thanks for the tip!

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FekLeyrTarg
Soldier


Joined: 24 Aug 2008

PostPosted: Thu Nov 28, 2019 12:34 pm    Post subject: Reply with quote

DonutArnold wrote:

Just tested it on AO pass and result is really nice as AO is normally really noisy. Thanks for the tip!


You're welcome. Smile

I've talked to LKO about my renders.
It looks like the template does some anti-aliasing when rendering, causing blue edges to be visible on the object.
Do you know what's causing this?
I've rendered everything in PNG 8-bit.


unknown .png
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unknown   .png



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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Nov 28, 2019 5:27 pm    Post subject: Reply with quote

Yeah, it's caused by old method to render buildups in Eevee, I used Keying node to remove the bg color, but I replaced it with Holdout plane right after Blender 2.81 was released. Here's another alpha with some more fixes and tunings:


CnC_Eevee_0_01alpha3.zip
 Description:

Download
 Filename:  CnC_Eevee_0_01alpha3.zip
 Filesize:  6.16 MB
 Downloaded:  47 Time(s)


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4StarGeneral
General


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Fri May 22, 2020 1:06 pm    Post subject: Reply with quote

Decided to change to Blender for all future modelling since it has a built in sculptor and I've tried all your templates and so far I've understood how to control the cycles one best (I can't figure out how to render more lights in the newest Eevee alpha posted above). One thing though, I'm a little stumped on why the shadows are coming out wrong. It's rendering them correctly until it clips to pure black, any idea how I can fix it or should I stick with Eevee for the future?


shadowRender.png
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shadowRender.png



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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Jun 06, 2020 9:22 am    Post subject: Reply with quote

It's rendering them black on purpose, but I think I'd change that in the future to match the color with game palette shadow.

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JackYsback
Medic


Joined: 06 Jun 2020
Location: Jausiers, Alps, France

PostPosted: Thu Jun 18, 2020 6:31 pm    Post subject: Reply with quote

Very nice ! Are u interested in 3d modèles of dune building and units for blender ? I posted some preview in c&c remastered mod section, if u want I can put blender models in a topic

Do u ever made a tutorial for rendering and camera placement for exporting png ? I would be very interested !

Grats

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 18, 2020 6:44 pm    Post subject: Reply with quote

DonutArnold wrote:
It's rendering them black on purpose, but I think I'd change that in the future to match the color with game palette shadow.

you shouldn't do this for RA2, since RA2 has this stupid blue background and the very very similar blue shadow color.
It would be better to change the RA2 palette and make the backround color purple/pink or change the shadow color to avoid color conversion issues.
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JackYsback
Medic


Joined: 06 Jun 2020
Location: Jausiers, Alps, France

PostPosted: Thu Jun 18, 2020 9:20 pm    Post subject: Reply with quote

Hi !

I dont know if i do wrong, but i have a script error :

Traceback (most recent call last):
 File "D:\modding\tools\3D editors\models\CnC_template2_11.blend\Render.shadows", line 3, in <module>
AttributeError: 'RenderSettings' object has no attribute 'use_antialiasing'
Error: Python script failed, check the message in the system console

Can u help me with that ?

My blender version is : 2.83 Lts

Best regards

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Jul 28, 2020 8:02 am    Post subject: Reply with quote

Hi Jack!

Sorry for late reply. It seems that you're using the newest version of Blender for the old version of template, you need to use Blender 2.79 for it.

Also, at the moment, I'm not interested on Dune models.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Posts: N/A

PostPosted: Wed Jul 29, 2020 6:45 pm    Post subject: Reply with quote

Will there be any stable release for the template?
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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Jul 31, 2020 9:48 am    Post subject: Reply with quote

Soon

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Sep 20, 2020 9:01 am    Post subject: Reply with quote

More stable release, alpha 5:


CnC_Eevee_0_01alpha5.zip
 Description:

Download
 Filename:  CnC_Eevee_0_01alpha5.zip
 Filesize:  719.19 KB
 Downloaded:  2 Time(s)


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PussyPus
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Joined: 14 Jul 2015
Location: Underground Posts: N/A

PostPosted: Yesterday, at 8:56 pm    Post subject: Reply with quote

Thank you for the new release! However, when i tried to render a "building" with both the eevee and cycles, they gave me the exact same result: everything is black.


render_0000.png
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 Viewed:  38 Time(s)

render_0000.png



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