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Persona Non Grata
Posts: 1,365
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Post edited by Persona Non Grata on
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I had to look it up:
https://f1oat.org/pycloid/index.html
Impressive results.
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It's always fun to watch someone exploring the lesser-used (but powerful) areas of Carrara. Fascinating stuff, thanks for posting!
I seem to remember you talking about trying out the NPR render engine. If so, there are three things to know.
1. The density of the mesh object affects how each effect looks. Diomede discovered this.
2. The default brushes are too big and dense. Make finer brushes. Headwax discovered this.
3. The NPR engine will eat your lunch. I discovered this.
I did play with pycloid a bit too but I found my saves never worked again
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Great work. I am so easily drawn back to the NPR renderer experiments. I've already forgotten some of my experiments, but some things I do remember.
Mesh Normals - back of object will not render.
Carrara Hair - NPR struggles - it does more than nothing with Carrara hair, but much less than would expect.
As UB pointed out, the mesh density of an object will affect the NPR render for same lighting and same surface materials.
One of the reasons I think Philemo's hair to mesh plugin is so great is that you can then use the hair in NPR or the toon.
very nice results thanks for sharing - sorry I havent visited this thread thought it was about pyecloud!
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