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Show off your KSP Blender Renders!


GusTurbo

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esinohio do you want to mess around with my ship? I'd be forever grateful if you could make a nice little render!

JUst make a render of it hovering above the ground and maybe even dropping a mini rover out of the cargo bay.

It would be awesome if you also sent me the .blend file later on so I could tinker with it and learn more about how you do it all by reverse-engineering. Thank you in advance! https://www.dropbox.com/s/e8h01y4j0lew6at/JigaBachi-02.craft?dl=0

Fs132bG.png

This was an early test render at 1000 samples. At the time I didn't know how to fix the textures on the flags or anything about lighting.

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esinohio do you want to mess around with my ship? I'd be forever grateful if you could make a nice little render!

JUst make a render of it hovering above the ground and maybe even dropping a mini rover out of the cargo bay.

It would be awesome if you also sent me the .blend file later on so I could tinker with it and learn more about how you do it all by reverse-engineering. Thank you in advance! https://www.dropbox.com/s/e8h01y4j0lew6at/JigaBachi-02.craft?dl=0

http://i.imgur.com/Fs132bG.png

This was an early test render at 1000 samples. At the time I didn't know how to fix the textures on the flags or anything about lighting.

Sure! I'd be happy to play around with that one. If you have any screenshots floating about that would be great. Helps me get parts that import a little funky back into their proper place, like that little guy orphaned near the tail of your cool plane.

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Here is a quick one I threw together for you. The blend file is slooowly uploading to my Google drive as we speak. I'll link it when its all done. I kept it simple to make it a bit easier for you to dive into.

A pilot landing the JigaBachi-02 on the deck with signals from another Kerbal.

Drb0L3S.png
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Here is a quick one I threw together for you. The blend file is slooowly uploading to my Google drive as we speak. I'll link it when its all done. I kept it simple to make it a bit easier for you to dive into.

A pilot landing the JigaBachi-02 on the deck with signals from another Kerbal.

http://i.imgur.com/Drb0L3S.png

Man, you just keep turning them out. :P I'm still working on one, although its an animation. Of course I spend the last 12hours or so rendering one and just realized I have it set for 1920x1080 at 50%, and the other part is rendered at 720...ugh lol I'll just see how it mashes together before i decide if I need to re-render lol

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Man, you just keep turning them out. :P I'm still working on one, although its an animation. Of course I spend the last 12hours or so rendering one and just realized I have it set for 1920x1080 at 50%, and the other part is rendered at 720...ugh lol I'll just see how it mashes together before i decide if I need to re-render lol

Have you changed your computing device to CUDA? If your not using flame simulations you can usually save a ton of time by using the GPU to do the crunching on your frames. It can be faster sometimes depending on the scene,samples,etc.

Go to your User Preferences under the File menu. Then click the system tab at the top. Now scroll down a bit and on the lower left you should see an area labeled Compute Device. Change that to CUDA and select your card from the drop down. This can dramatically reduce render times. If you are using an Nvidia card that is.

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Here is a quick one I threw together for you. The blend file is slooowly uploading to my Google drive as we speak. I'll link it when its all done. I kept it simple to make it a bit easier for you to dive into.

A pilot landing the JigaBachi-02 on the deck with signals from another Kerbal.

http://i.imgur.com/Drb0L3S.png

Woah amazing! Thank you +rep of course :D

I'm going to release it tomorrow and your render will be on the front page(with credits to you of course).

Thank you again!

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Have you changed your computing device to CUDA? If your not using flame simulations you can usually save a ton of time by using the GPU to do the crunching on your frames. It can be faster sometimes depending on the scene,samples,etc.

Go to your User Preferences under the File menu. Then click the system tab at the top. Now scroll down a bit and on the lower left you should see an area labeled Compute Device. Change that to CUDA and select your card from the drop down. This can dramatically reduce render times. If you are using an Nvidia card that is.

Yeh, "unfortunately" I have an AMD APU processor, 4 core cpu, 8 core gpu, but its ATI. I wasn't thinking about that when I built my PC about 8 months ago. :/

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Trolling the Spacecraft Exchange thread and came across this gem! Look here

I was in fanboy mode as soon as I saw that stock prop and stock parts engine he built. Now I'm not sure how prevalent this level of engineering is or if that had been done before since I hadn't read much of those forums prior to this darn Blender mod consuming my life :sticktongue: but I was just blown away since it was the first time I'd seen such a thing. The cockpit lighting, control stick, rudder pedals, throttle, and gauges had me floored.

zLf0U7U.png
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Esinohio, could you point me in the direction of how to make fire in Cycles Render? I can't seem to do it. :)

I'd go here:

https://youtu.be/u-zK7Bu8cAI I know its a tad long but its full of great info!

Near the beginning he goes through setting up a fire simulator in cycles. I like his tutorials because they are usually very clear and to the point. As he is explaining the sim he points out a few tweaks to make the fire do things like roar out or just kind of flicker. He also covers setting up the material node. When using the Quick Smoke to add fire/smoke to an item Blender leaves off the part of the material that makes it actually glow or emit any light. Nice of them huh lol

Below are a few screenshots I took that show a few different ways to setup the material nodes and sim.

a6WMjQm.png

D9TdPrc.png

HRWu1Y7.png

UM3S3JQ.png

*edit smoke density is controlled by the value attribute in the multiply node just above the color ramp in the picture.

So, between the values up there you can get some really interesting flames. It can be a bit confusing getting the amount of flames dialed in. I'd recommend just creating a new scene, select the default cube, press spacebar and type Quick Smoke and select it from the list. Now just play around with the sim values.

**edit 2 He doesn't mention this specifically but I'll save you a lot of hell in advance. Save your project often! Right after you setup the sim, save. After you make a single change and want to rebake it, save!!!! And lastly give your smoke cache a name!! I like to name it and click that external check box and make a directory just for the cache. If you ever want multiple smoke sims in one scene, this is critical!!!! Also if you do want multiple smoke sims in one scene move them to separate layers!!!! Weird and bad things happen with multiple sims on one layer. Even weirder things happen with multiple sims that don't have specific cache locations defined.

Hopefully this will save you the headache of waiting a few hours for a highly detailed sim to bake only to find out something wonky between two smoke sims blew it all up.

Edited by esinohio
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I'd go here: https://youtu.be/u-zK7Bu8cAI I know its a tad long but its full of great info!

**Stuff about fire**

I like Blender Guru's tutorials too. Of course maybe it's the accent thing, being an American "foreign" accents are cool lol. I don't think I've seen that fire tutorial yet, unless it was a while ago. I'm planning on an animation after i get my current one finished, currently it's in "post processing" in Kdenlive, and by post processing I mean putting in the title and "credits" (don't feel like messing with the complications yet...or too lazy take your pick lol). For some reason though the title clip isn't showing up in the monitor window so gotta figure that one out.

http://i.imgur.com/fUz15cK.png

Ooo thats a nice one, .... you could say. I like the lighting. :)

Edited by Sma
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Well, it's being a you-know-what right now. :(

http://i.imgur.com/8qWaTe2.png

Even with the whole setup, no fire. Followed instructions to the dot.

The attribute field with flame is capitalized. Not sure if that makes a difference but those fields are very picky. Try all lower case.

**Edit Confirmed, change your flame attribute to all lower case and you will be FLAME ON!!! :D

With some luck the upcoming updates to Blender are going to include some more polish for the flame simulation. That GPU rendering for flames is so tantalizingly close!!!

Edited by esinohio
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The attribute field with flame is capitalized. Not sure if that makes a difference but those fields are very picky. Try all lower case.

**Edit Confirmed, change your flame attribute to all lower case and you will be FLAME ON!!! :D

With some luck the upcoming updates to Blender are going to include some more polish for the flame simulation. That GPU rendering for flames is so tantalizingly close!!!

But... I swear, he said to capitalize it for the same reason! :confused:

Gah, stupid syntax. :( Couldn't you just do


if attribute.Name[1] == "Flame" or attribute.Name[1] == "flame":
<Other stuff goes here>

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But... I swear, he said to capitalize it for the same reason! :confused:

Gah, stupid syntax. :( Couldn't you just do


if attribute.Name[1] == "Flame" or attribute.Name[1] == "flame":
<Other stuff goes here>

I forgot to add another tweak. Under your render settings then light paths. Change the Volume bounces to at least 1 if you haven't already. Otherwise I think the smoke will look all weird.

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I forgot to add another tweak. Under your render settings then light paths. Change the Volume bounces to at least 1 if you haven't already. Otherwise I think the smoke will look all weird.

*Crazed Laughter*

It's alive! :D

PlINQKD.png

(Done with Vortex and Wind force fields.)

No more cruddy GIMP fire that I draw by hand.

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