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Blender templates [TD/RA & TS & RA2]
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Aug 01, 2017 6:41 pm    Post subject: Reply with quote

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...

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Wed Aug 02, 2017 10:41 am    Post subject: Reply with quote

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.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Wed Aug 02, 2017 1:52 pm    Post subject: Reply with quote

Resizing canvas did't work it's still 640x480.
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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Wed Aug 02, 2017 2:40 pm    Post subject: Reply with quote

@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)?

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Wed Aug 02, 2017 3:14 pm    Post subject: Reply with quote

This what exactly happened, the size never work.


2017-08-02 18-11-07-902.png
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2017-08-02 18-11-07-902.png



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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Thu Aug 03, 2017 10:04 pm    Post subject: Reply with quote

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
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unittem.pal: background color (0-255) uses shadow color (1-255)
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colorbug.png



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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Clone City

PostPosted: Sun Aug 06, 2017 9:54 pm    Post subject: Reply with quote

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?
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Jan 26, 2018 10:09 am    Post subject: Reply with quote

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.


template_cycles01.png
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template_cycles01.png



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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Fri Jan 26, 2018 8:50 pm    Post subject: Reply with quote

And it's released, happy modeling!

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)

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Mon Jan 29, 2018 8:48 am    Post subject: Reply with quote

Excellent work, especially on the lighting! This will certainly be very useful.

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