Adaptive Subsurface Displacement
Using Blender’s adaptive tessellation (subsurf) modifier to apply realtime displacement in the object’s material output instead of using the “Displacement” modifier.Read More →
Using Blender’s adaptive tessellation (subsurf) modifier to apply realtime displacement in the object’s material output instead of using the “Displacement” modifier.Read More →
Here is a method using the “Dynamic Paint” & “Mask” modifiers to only use the parts of an object that are in the camera view. For instance, if you are doing a close-up render of a 2 million vertices Dinosaur showing just the face area, Blender will calculate ALL the vertices during the render taking up vast amounts of time and memory (VRAM). The modifiers trick shown in the video reduces the number of vertices to those shown in the camera view (for any given frame). This can dramatically reduce the amount of time and VRAM, depending on how dense the model is, and howRead More →
This video shows how to have shadows-only surfaces calculated that include any reflected lighting.Read More →
The GoB Blender addon script The GoB Blender addon script is used to transfer your models to and from Zbrush to BlenderRead More →
This video shows how to have a HDR image illuminate a scene while having another Backplate image for the background in both the Blender and Cycles rendering environments.Read More →