@true_vfx@mixie3D It's a Blender fork with AI deeply integrated into it, plus a lot more: a layer-based texturing interface, upgrades to the UV editor, a moodboard, and many generative capabilities. I'd love for you to try it out, we're running a beta at mixar.app/signup/.
Watch Mixie (our agent) handle your UV placements and packing with better context. 🤖📦
It automatically sorts and places islands across 4 UDIMs based on material categories, saving you the manual cleanup.
Working hard on the new tool-based GUI for TrueSKY 3 in #b3d
Custom UI for the viewport lets you control all Sky layers visually, rather than via the N-panel #geometrynodes#cyclesrender
Making use of #Blender3d toolshelf in TrueSKY. WIP of the new controls and UI for art-directed control over your skies.
The toolshelf is such an under-utilised system in Blender. If you're an addon developer and hate using the N-Panel, sincerely look at the T-Panel!
#cycles#geometrynodes#b3d
We’re adding a map system to TrueSKY 3.
You can pick a real-world location and the sun, moon, surface lighting, and day/night cycle all update based on that.
The map system you see here is still a WIP. The coordinates system is already doing the work — the map is something we’re adding because it’s cool as f... heck, and it makes it much easier to visualise where you actually are.
Pick a spot, scrub time and date, preview the cycle, then send it back into TrueSKY.
#b3d#geometrynodes#blender
Just a quick test for atmosphere with clouds in near-real-time #cycles for TrueSKY 3.0.
Planetary scale worlds now work with ease using #geometrynodes and our procedural clouds and atmos seem to hold up pretty well at these scales. #b3d#blender3d coming soon!
We decided to test TrueSKY's latest update (coming soon) by relighting some of #b3d's most well-known Demo files.
Here's the Barcelona Pavilion from @_eMirage relit in 3 different ways through TrueSKY. Clouds, atmosphere, moon AND background terrain all in TrueSKY with a single click.
Barcelona Pavilion Demo: #cycles" target="_blank" rel="nofollow noopener">blender.org/download/demo-…
#cycles#blender3d#geometrynodes
Nishita... You were a real one, but now it's time to retire.
Planet-sized Skies are coming very soon, with planetary-sized procedural clouds (multiple cloud layers), procedural volumetric Auroras, Celestial objects, Earth surface and more. #b3d#blender3d#geometrynodes
Performance is good, too, considering my ageing hardware. This is 64 volume steps at 0.1 size. 4k Render at 128 steps, 180 samples took 18 mins. At 64 steps, it was ~9 mins.
We've been working on a huge update to TrueSKY. Here's some behind the scenes of how we're creating physically accurate Earth skies in #Blender 5.0 #b3d#blender3d#cycles#geometrynodes
@sama what are the "collaborative" functions, of the "Team" pricing? I swapped our team, to a team plan... But we can't work on "projects" together, or work inside chats together? Seems a little misleading claiming "collaboration" on the plan details when there is no actual collaboration? Am I missing something or is there actually no way to share chats and projects between team members?
Elevate your renders to new peaks with True-Terrain 5! 🏔️
Our latest update is so powerful, even your grandma could make a mountain range worth bragging about.
Created by MegaMaster333 and shared on our Discord!
#b3d#blender3d#geometrynodes#procedural
Nope (at least not until they release neural materials and faces) New DLSS uses a transformer (ViT) model instead of a CNN (convoluted neural network). They work very differently and too long to go in depth here but essentially CNN use filters to check for local features (like edges) to upscale. Transformer models use 16x16 square tiles and use “self attention mechanisms” to model the data between patches.
ViT should give overall better upscaling but what were also likely seeing in these side-by-sides is “ray reconstruction” which improves finer details in path-traced regions. Like textures for example where some of the details will be lost due to the low sample count of realtime path tracing. Ray reconstruction uses some more “AI” to kinda “upscale” the rays(?), little vague on those details but essentially. It increases fidelity of fine details in rays.
You can’t enable that unless you have DLSS on. Which is likely why the raw image (which isn’t rasterised) looks a little softer. I imagine having a raster version then RT versions next would show the vast drop in fidelity and then increase with DLSS 4.
There's more detail in the DLSS version than the raw. So am I correct that DLSS works in a similar way to AI creative upscalers by adding detail?
Screenshot from DLSS 4 announcement: youtube.com/watch?v=qQn3bs…
Unfortunately, Gumroad recently increased their fee by 200% for certain sales and, as a result of this, I am forced to increase prices to compensate. It stands to be about 4-5 USD depending on the product's current price.
I wish this weren't the case but it's out of my hands.
Sprinkle a little magic into your digital landscapes! 🌼🪨
TrueTERRAIN 5 brings your scenes to life with just a click. From delicate petals to rugged boulders, every detail counts.
#b3d#blender3d#geometrynodes#procedural