
and NOTHING is working as it should D: decided that while im now working with cycles, i might as well pop my dragon over to it as well since im so fresh into it and have the textures working and such, yet as i converted over and turned everything to nodes, the render is... less than acceptable. mix shaders and add shaders are not allowingmy textured scales pattern to show up at all as blender render does easily, emissions fails to show texture as i need, and diffues fails to show the texture as well. something is causing the textures to not show other than a base color for the diffuse. and of course i love the auto chroming the shaders give you as a preset, it just makes everything so much easier! :D though i still have quite a bit of work to do on this model. but this is simply a side project that im working on as i go along when i learn new things. soon everything will be re rendered in cycles to see how much of a huuge difference it will make, and i know it will. though no matter how much i give the samples, they always come out all grainy like this, granted this is only 10 samples. this was just a test render. but at 1000 samples, i STILL get grainy results, just take a look at the scythe i made a bit ago, look closely and its right there. where, you ask? EVERYWHERE lol enjoy your day
Category Artwork (Digital) / Miscellaneous
Species Dragon (Other)
Size 1280 x 1024px
File Size 44.5 kB
not quite. the issue was that the file for the scales texture was packed into the .blend, yet it didn't recognize the location, so i went to the uv editor and saved the image into the .blend files folder, after that, it immediately showed up on the mesh. as default it was all awkwardly distributed across the assigned verts, but with a few bits of tweaking, this was the result so cycles has quite a few interesting little not so obvious workarounds to figure out, so. everyone using blender cycles, equip your poking sticks and have at it! :D
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