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Create a Volcano Eruption in Blender - 02 : Fluid & Smoke by +CG Geek #b3d  
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Melania Fois's profile photoLukas Sprehn's profile photo
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Here's the first full model from the ExDyn (Expansive Dynamics; a subsidiary of Rift Industries) production line; FULL CRESCENT (Yacht). Of course, this doesn't count the crossover 'Outrider' since...
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Kevin Webb's profile photoStefano “LöSchte” Scarioni's profile photoSayan Mondal's profile photoThomas Alker's profile photo
 
Great!
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+Ton Roosendaal mentions on twitter:

Blender now is officially on Steam! http://store.steampowered.com/app/365670/  #b3d
Thanks @martijnberger for helping with it :)
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Mikhail Rachinskiy's profile photoMilan Muzikář's profile photoSusan Arango's profile photoMarco Sousa's profile photo
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Gaming on a pc and avoiding Steam is like buying a car and avoiding roads.
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Zeusmeiden updated their interactive website:
http://www.zeusmedien.com/zeus3D/index.php

You can find sources here:
http://t.co/ySJTUDx3hp

#Blend4Web   #B3D   #opensource  
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Have them in circles
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Not Blender related but nice piece of time lapsed painting by +fusobotic 
 
Spent a lazy afternoon painting this, enjoy :D
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Impressive looking shopping cart for sale on +Blender Cookie Blender Market by +Regus Martin #b3d

https://cgcookiemarkets.com/blender/all-products/shopping-cart/
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The Search For Pikakovic- Trailer by +Rosscoe Tutorials 
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Adventures In Blender

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I found my self in need of faster Cycles rendering for a complex animation I'm working on, and I wondered if I can cheat with baking since my scene is completely static with camera movements. Unfortunately, all baking tutorials and examples are dealing with completely diffuse surfaces. I needed both dynamic glossy reflections and glass materials for animation and they don't bake very well.

So I started experimenting and found out that I only need to bake diffuse direct and diffuse indirect passes and use material nodes to recreate materials in half-baked form. Color coming from texture or RGB node, and lighting from combined direct and indirect diffuse passes. All glossy and refractive components remain unbaked. And I was surprised to see how effective this is. Once all object are baked, I reduced render times 7.5 times, which is impressive. Apparently glossy and transmission passes don't take up much of processing power as diffuse passes in scenes like this.

Baked result ended up looking more noise free at 100 samples than original render looked like at 300 samples.

#Blender   #b3d   #Cycles   #Blender3D  
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Robin Gething's profile photoluis “Licho Imaginativo” Cabrera's profile photoSlawek Nezumi's profile photo
 
have you looked into branched rendering?
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Adventures In Blender

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#Blender-Rendering der Woche: "My third interior render" von William Binet.

Mehr Infos zu diesem Bild findet ihr hier:
http://bit.ly/1CA5kLn

#b3d
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Have them in circles
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Blender 3D Modeling Information & Reviews
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This is the Google + page to my Adventures In Blender website.  Covers all things relating to Blender 3D and 3D Modelling in general.