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#1 2020-01-06 13:04:31

krodh_tal
New member

Some question regarding Guerilla

First of all I love this application, I can actually render DOF in 3D, its so fast. The interface is simple enough and so many advanced features.
Also ALshaders type materials, c'mon, that is great by itself.
So thankyou, for individual artists this is a great deal.

Now, my doubts,
*How do I save my material presets to the library
*Do we have triplanarProjection and curvature nodes
*Can you please provide documentation or a video on the denoise section
*How do I make a meshLight
*What are the default sceneUnits, is there anyway to calculate distance for SSS
*Are you planning to support materialX
*What would be the current Substance workflow, Painter and Designer
*What does the 1x,2x,etc. dropdown beside render button in Passes panel do, is this like checkpointing

Thanks again guys.

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#2 2020-01-07 15:04:27

doubleailes
Guerilla dev, the guy to hug

Re: Some question regarding Guerilla

Hello krodh_tal

Thanks for the feedback.

Are you "OK" if i answer your questions by some videos, which can be useful to everyone else?

We have a discord here is the english channel: https://discord.gg/M9jFqbX

Thanks.
Phil


Philippe Llerena

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#3 2020-01-07 20:50:55

doubleailes
Guerilla dev, the guy to hug

Re: Some question regarding Guerilla

*How do I save my material presets to the library?
https://youtu.be/nNPc4WeyOfo

*Do we have triplanarProjection and curvature nodes?
https://youtu.be/SZKAMVTByUY

*Can you please provide documentation or a video on the denoise section?
https://youtu.be/c8aW0y2ZXIE

*How do I make a meshLight?
https://youtu.be/aAajug4S68o

*What are the default sceneUnits, is there anyway to calculate distance for SSS?
I'm not 100 percents sure but i guess it's 1 unit = 1 meter. Ben?

*Are you planning to support materialX?
Ben?. Personally i never had needed this and all the ILM's vendors i know are not using it. But i guess it's on his way to be used.

*What would be the current Substance workflow, Painter and Designer?
Substance Suite use a Roughness/Metalness workflow like guerilla use. It's just a drag n drop.
Since the version 2.2 of guerilla you can use a binding into the Material/surface2 to simplify.
I've made a personnal improvement you can download it here with other custom node from multiple Guerilla TD ( Coeur PEB )
https://gitlab.com/doubleailes/guerilla-nodes
Roughness/Metalness workflow and any variation, Coat, SubSurface, Aniso work also.
Substance to Guerilla Tutorial is on his way. But you'll see, nothing complexe.

*What does the 1x,2x,etc. dropdown beside render button in Passes panel do, is this like checkpointing?
This number indicate the number of tile to split a frame and send it to a farm to compute with multiple machines ( Render Nodes ).
And of course merge this tile into one, afterward. In my humble opinion, not really usefull to be honest.
It's like jigsaw if you are familiar with deadline.

Hope it helped you.
Please give me feedback if anything is not clear.


Philippe Llerena

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#4 2020-01-09 10:58:32

krodh_tal
New member

Re: Some question regarding Guerilla

These videos clear up a lot of things.
Interesting to hear about MaterialX, I was simply curious.
For now I will try to export curvature from Houdini in alembic.
I was wondering how to use the Bayesian Denoiser for animations as Intel one is only good for stills.
I will mess around with the settings and see how things go,
Thanks so much...

As a suggestion, I would love to see a Material Library with image previews of shaders its more visual. Renderman seems to have a good one.

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#5 2020-01-09 18:22:37

doubleailes
Guerilla dev, the guy to hug

Re: Some question regarding Guerilla

About MaterialX, IMHO, i think it will with USD in production not by himself

Can you be more specific about the Renderman previews?

We have one here: http://guerillarender.com/doc/2.2/Libra … face2.html


Philippe Llerena

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#6 2020-01-13 16:22:06

krodh_tal
New member

Re: Some question regarding Guerilla

I meant like this ,

https://i.imgur.com/Am5n1NG.png

Not absolutely necessary but more visual, to reuse setups.

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