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Blender templates [TD/RA & TS & RA2]
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FekLeyrTarg
Light Infantry


Joined: 24 Aug 2008

PostPosted: Sun Nov 10, 2019 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.
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 Viewed:  10075 Time(s)

TD_repair_facility_cycles_test_2.png



TD_repair_facility_eevee_test_3.png
 Description:
Eevee is quite funky at the moment.
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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  Mark this post and the followings unread

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  Mark this post and the followings unread

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

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FekLeyrTarg
Light Infantry


Joined: 24 Aug 2008

PostPosted: Mon Nov 11, 2019 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

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
Light Infantry


Joined: 24 Aug 2008

PostPosted: Fri Nov 22, 2019 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread


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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  Mark this post and the followings unread

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  Mark this post and the followings unread

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
Light Infantry


Joined: 24 Aug 2008

PostPosted: Sat Nov 23, 2019 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

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
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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  Mark this post and the followings unread

@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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FekLeyrTarg
Light Infantry


Joined: 24 Aug 2008

PostPosted: Wed Nov 27, 2019 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

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  Mark this post and the followings unread

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
Light Infantry


Joined: 24 Aug 2008

PostPosted: Thu Nov 28, 2019 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.



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unknown   .png



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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Nov 28, 2019 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

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
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 Filename:  CnC_Eevee_0_01alpha3.zip
 Filesize:  6.16 MB
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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri May 22, 2020 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

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
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Jun 06, 2020 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

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  Mark this post and the followings unread

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  Mark this post and the followings unread

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  Mark this post and the followings unread

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
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Jul 28, 2020 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

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: Egypt

PostPosted: Wed Jul 29, 2020 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

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  Mark this post and the followings unread

Soon

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Sep 20, 2020 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

More stable release, alpha 5:



CnC_Eevee_0_01alpha5.zip
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 Filename:  CnC_Eevee_0_01alpha5.zip
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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Tue Sep 29, 2020 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

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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render_0000.png



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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Thu Oct 01, 2020 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for noticing! I'll fix it soon.

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Oct 03, 2020 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

This should have it fixed.
Also new world texture and tuned down shadows/darks in TS.



CnC_Eevee_0_01alpha6.zip
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 Filename:  CnC_Eevee_0_01alpha6.zip
 Filesize:  856.23 KB
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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sat Oct 03, 2020 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Strange, as if nothing is fixed, the render results still show the render, but the custom resolution version that i need (the 128x128 one) still shows black, same goes to "Run Script" button.

EDIT: I noticed that the template has its "Run Script" disabled, omg, how didn't i notice it all the time? >n< maybe that's why it's rendering nothing but black screen, is there a way to fix this? whether you or me?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Oct 03, 2020 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread


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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Oct 03, 2020 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you guys have issues with the node canvas cropping then I'd suggest using this addon I made instead (I actually recommend using this instead): https://github.com/Zawaro/blender-crop-canvas

@PussyPus: RA2 had two links cut instead of one, did you connect both?

@4StarGeneral: Nice!

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Oct 03, 2020 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

@PussyPus: Do you have the newest Blender release installed?

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Oct 03, 2020 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is what you can achieve with the newest version:



cnc_eevee_01_24.png
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cnc_eevee_01_24.png



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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sun Oct 04, 2020 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
If you guys have issues with the node canvas cropping then I'd suggest using this addon I made instead (I actually recommend using this instead): https://github.com/Zawaro/blender-crop-canvas

@PussyPus: RA2 had two links cut instead of one, did you connect both?

@4StarGeneral: Nice!

You mean scenes? Layers? Something else?

DonutArnold wrote:
@PussyPus: Do you have the newest Blender release installed?

Yes, i have 2.90.x.

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Last edited by PussyPus on Sun Oct 04, 2020 9:54 pm; edited 1 time in total

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Oct 04, 2020 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA2 scene. Composite tab where you connect links to crop canvas.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Sun Oct 04, 2020 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
RA2 scene. Composite tab where you connect links to crop canvas.

I've connected the blend mode tab to the file output, and the composite tab is also connected to the same blend mode tab, so, anything should work fine, but as for me, it didn't work, it's still disabled.



bandicam 2020-10-05 00-05-00-151.png
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bandicam 2020-10-05 00-05-00-151.png



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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Oct 05, 2020 6:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Does the normal rendering work? If yes, then pick the addon I posted above and try it instead. Then you don't need to use composite canvas cropping at all, so you can just cut the links.

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PussyPus
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Joined: 14 Jul 2015
Location: Egypt

PostPosted: Mon Oct 05, 2020 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
Does the normal rendering work? If yes, then pick the addon I posted above and try it instead. Then you don't need to use composite canvas cropping at all, so you can just cut the links.

Yes, the normal render works, only the "cropped" render (128x128) doesn't work.

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PussyPus
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Joined: 14 Jul 2015
Location: Egypt

PostPosted: Mon Oct 05, 2020 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried the add-on, i expected it would work but it didn't, what i just done before rendering, is that i moved the render output from the output properties (not from the compositor tab), but it doesn't automatically save it, what only works is the normal render and also i can manually save it, other than that, nothing works.

EDIT: Strangely, run script is disabled, but when i run a script, it actually works this time after installing this add-on, still, i should manually save every render.



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0000.png



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PussyPus
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Joined: 14 Jul 2015
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PostPosted: Fri Nov 13, 2020 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blender 2.90.1 was released recently, will you make another template for this version? This new version has tasty changes and additions that makes modeling easier than other previous versions.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Sat Nov 14, 2020 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

2.90.1 is minor version, the template is already compatible with that as it's made in version 2.90. I'll wait for 2.91 to see if it has something that will benefit the template...

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PussyPus
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Joined: 14 Jul 2015
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PostPosted: Sat Nov 14, 2020 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

PussyPus wrote:
I tried the add-on, i expected it would work but it didn't, what i just done before rendering, is that i moved the render output from the output properties (not from the compositor tab), but it doesn't automatically save it, what only works is the normal render and also i can manually save it, other than that, nothing works.

EDIT: Strangely, run script is disabled, but when i run a script, it actually works this time after installing this add-on, still, i should manually save every render.

This happened to me with 2.90.0 which's older than 2.90.1 that FINALLY fixed the exact error I encountered, the run script button for all other scripts is disabled, it's bugged, but this time it actually works though it still shows as if the button is disabled.

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FekLeyrTarg
Light Infantry


Joined: 24 Aug 2008

PostPosted: Tue Dec 29, 2020 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Time for me to report in again.

I'm on version 2.91 and the template works pretty well.

There's just one problem with shadows.

In the preview, the shadow looks like the second image.

But in the final render, there's barely any shadow as seen in the first image.

Any idea how it happens?

I'm in the TS scene by the way and use Cycles.



TD_repair_facility_9_0002.png
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Rendered shadow
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TD_repair_facility_9_0002.png



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Shadow in preview
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DonutArnold
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Joined: 18 Jan 2005
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PostPosted: Tue Dec 29, 2020 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Model is too flat to render longer shadows.

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insane_future
Vehicle Driver


Joined: 19 Nov 2017

PostPosted: Sun Feb 07, 2021 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello, dude.
I want to add point light to add interior light to the building, but no matter how I add it, it didn't works. How to solve this problem plz

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McPwny
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Joined: 29 Jan 2018

PostPosted: Sun Feb 07, 2021 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

i use point lights all the time and it works just fine. the one problem i had was that it was causing extreme lag
when in look dev mode or eevvee render engine mode, but you can fix that lag problem by turning down the  
cube size and cascade sizes of shadows under the context menu.

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Feb 08, 2021 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

@insane_future: I assume you're using the 2.79 version of the template, so you need to add the lights to the scene's light group. It's kind of a workaround for a bug in Blender that makes all scenes share their lights.

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insane_future
Vehicle Driver


Joined: 19 Nov 2017

PostPosted: Sat Feb 13, 2021 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

@DonutArnold ?thanks a lot. may i Do I need to upgrade my software version or continue to learn about version 2.79 and other basic knowledge?

At present, I can hardly find the 2.7x teaching video on the Internet.

The Chinese mainland has 2.8 or even 2.9 versions of the online course teaching video.
However, 3D workers in the Mainland generally use Maya and 3dmaxs, and mod is mostly made with 3dmaxs. Blender community in the mainland almost exists in name

_________________
hello sleepwalker

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Feb 14, 2021 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

@insane_future: I recommend updating to newest Blender version 2.91 and downloading the most recent template version alpha6. You'll get the newest features and the template has reworked lighting with HDRi environment texture.

I uploaded an image of Soviet Tesla Reactor comparison.



soviet_power_plant01_01.png
 Description:
 Filesize:  45.03 KB
 Viewed:  7574 Time(s)

soviet_power_plant01_01.png



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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Feb 21, 2021 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

- Fixed RA/TD camera angles 55->50
- Reduced shadow darkness value in all scenes except TS, RW and D2K
- Added Dune 2000 and C&C Remastered scenes
- Set default scene to Red Alert 2



CnC_Eevee_0_01alpha7.zip
 Description:

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 Filename:  CnC_Eevee_0_01alpha7.zip
 Filesize:  921.07 KB
 Downloaded:  44 Time(s)


Last edited by DonutArnold on Fri Mar 05, 2021 8:19 pm; edited 1 time in total

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FekLeyrTarg
Light Infantry


Joined: 24 Aug 2008

PostPosted: Tue Feb 23, 2021 11:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

DonutArnold wrote:
Model is too flat to render longer shadows.


That's why I rotated the sun to have a bit more shadow.
It still didn't show up.

But I've found a fix for the shadow render issue:
Increase the sun's strength to at least 100.

The fixed result is in the attachement.



TD_repair_shadow_fixed.png
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TD_repair_shadow_fixed.png



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FekLeyrTarg
Light Infantry


Joined: 24 Aug 2008

PostPosted: Sun Mar 14, 2021 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good news:
Three of my buildings have been successfully implemented into TS and I've got you to thank for, @DonutArnold.
Without your template, I wouldn't have been able to do this in the first place.
Thank you very much. Smile

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon Mar 15, 2021 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

@FekLeyrTarg: I'm glad that you've found use for my template Smile

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