Juan Gea (juang3d)
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User Since
Aug 1 2010, 10:28 PM (393 w, 6 d)

Recent Activity

Sun, Feb 4

Juan Gea (juang3d) added a comment to D2388: Cycles: initial work to support motion blur from Alembic caches..

Ok, thanks :)

Sun, Feb 4, 11:12 AM · Alembic

Tue, Jan 30

Juan Gea (juang3d) added a comment to D2388: Cycles: initial work to support motion blur from Alembic caches..

How is this going?

Tue, Jan 30, 7:12 PM · Alembic

Jan 8 2018

Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

Most of the time I’m from mobile, but I’ll look a way to join there :)

Jan 8 2018, 6:10 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

I’m trying to think in what I just said, to explain it in another way, once you have all the particles split it in bigger voxels, calculate each separately and interpolate the result this split could even be configurable so you could adapt it to a number of threads or parts, you could even avoid the interpolation part to have a preview, if you want the exact same result as we have now you just configure 1 thread and that’s it, if you want to require less memory during the process (and that is totally outside my small knowledge of Blender code and C++) you could configure 32 voxels for 16 threads, this way you only need in memory the working amount of particles, so less particles per voxels so theoretically in my wonderful perfect world that only exists in my mind you would need less memory per thread but more time for calculating the interpolation of the defined voxels when the are all complete... again... I’m not sure if this is a nonsense, but I’m trying to imagine how could it be solved as a logical problem :)

Jan 8 2018, 5:55 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

Since this is a voxelization process (I’m assuming that) couldn’t you split the work in bigger boxers, save in memory just the voxels if each zone limit, work each zone with one thread and once it’s completed merge or interpolate those voxels limits?

Jan 8 2018, 5:45 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

It´ñs working great, I´m prepairing a tutorial related to this.

Jan 8 2018, 12:45 PM

Jan 5 2018

Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

I assume you solved the motion blur problem yesterday because now I got Motion Blur in Cycles with the latest fracture build!

Jan 5 2018, 12:33 PM

Jan 3 2018

Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

And I just noticed your sample with the surface deform, yes, it could be similar to surface deform, but using particles instead of meshes and with the abiltiy to break those meshes based in distance from underlying particles or something similar.

Jan 3 2018, 7:33 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

On a side note, maybe this motion blur thing can be also applied to the actual Fracture Modifier results, since if we don´t bake the results to keyframed objects we don´t have motion blur, but this removes the ability to have a non broken object using the Perform Merge option, wich is super useful with glass.

Jan 3 2018, 7:31 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

Yes, think about a grid of particles, with the Molecular Addon you have the ability to make that group of particles to behave as a solid object, and using forces and collisions you can make that group to split or break, it is similar to the old days when Sotimage made use of Lagoa Unified simulation system.

Jan 3 2018, 7:29 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

But then... how does elbeem fluids do the motion blur with Cycles?

Jan 3 2018, 6:50 PM
Juan Gea (juang3d) awarded rB4945003ffd52: remesh modifier can now remesh particle systems as well a Like token.
Jan 3 2018, 3:11 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

No motion blur in particle systems remeshed.

Jan 3 2018, 3:10 PM
Juan Gea (juang3d) added a comment to D2388: Cycles: initial work to support motion blur from Alembic caches..

Exactly, this is very useful to be able to use fluids in production via Alembic.

Jan 3 2018, 3:09 PM · Alembic

Dec 31 2017

Juan Gea (juang3d) awarded D2970: Viewport HMD integration using OpenVR a Like token.
Dec 31 2017, 7:24 PM · User Interface
Juan Gea (juang3d) added a comment to D2388: Cycles: initial work to support motion blur from Alembic caches..

So... how is this going?
Is some alternative to this already implemented in Master, since we can take multiple geometry samples I though something could be already implemented, just asking.

Dec 31 2017, 2:23 AM · Alembic

Dec 5 2017

Juan Gea (juang3d) added a comment to rBfa3d50af95fd: Cycles: Improve denoising speed on GPUs with small tile sizes.

Yeah, decoupling tile sizes could be also a solution, in the end the target is to have a fast render and a fast denoiser avoiding the overhead of small tiles, so if the denoiser works better with bigger tiles the render could be divided in bigger tiles just for denoising, but since I don´t know the inners of the system I don´t know if it´s possible, but since you propose it, I assume it should be possible :)

Dec 5 2017, 11:44 AM

Dec 4 2017

Juan Gea (juang3d) added a comment to rBfa3d50af95fd: Cycles: Improve denoising speed on GPUs with small tile sizes.

Why not make the denoise as a post-render pass as other render engines?
This would kill the small-tiles problem because the denoise could be done with bigger tiles, I never understood why the current implementation does the denoising at the same time of the rendering.

Dec 4 2017, 11:35 PM

Oct 9 2017

Juan Gea (juang3d) added a comment to D2873: Cycles: Allow rendering with GPUs an CPUs at once.
  • If the tile is too big it can happen that the GPU finishes early and then has to wait on CPU threads to finish their tiles.
Oct 9 2017, 4:31 PM

Sep 15 2017

Juan Gea (juang3d) added a comment to T52754: Animated textures (like MP4) are not refreshing during playback or frame changing.

I promise I won't change the status of the task again if you say this is not valid and it has some correct workflow, but I was not sure if you were receiving the updates since it was tagged as invalid, so I re-enabled it.

Sep 15 2017, 10:07 AM · BF Blender
Juan Gea (juang3d) reopened T52754: Animated textures (like MP4) are not refreshing during playback or frame changing as "Open".
Sep 15 2017, 10:05 AM · BF Blender
Juan Gea (juang3d) added a comment to T52754: Animated textures (like MP4) are not refreshing during playback or frame changing.

And when you press the OpenGL render it does not refresh the texture during the render unless you were already in playback...

Sep 15 2017, 10:05 AM · BF Blender
Juan Gea (juang3d) added a comment to T52754: Animated textures (like MP4) are not refreshing during playback or frame changing.

Ok, this means that I don't have to have the mouse over the texture panel when I press playback, but IF i'm not in the texture panel, the texture won't play back, no matter what do I activate in the Playback menu...

Sep 15 2017, 10:02 AM · BF Blender

Sep 14 2017

Juan Gea (juang3d) created T52754: Animated textures (like MP4) are not refreshing during playback or frame changing.
Sep 14 2017, 6:13 PM · BF Blender

Sep 10 2017

Juan Gea (juang3d) closed T52700: No Splash Screen option in the help menu as Resolved.
Sep 10 2017, 7:25 PM · BF Blender
Juan Gea (juang3d) created T52700: No Splash Screen option in the help menu.
Sep 10 2017, 2:09 PM · BF Blender

Aug 15 2016

Juan Gea (juang3d) added a comment to D1788: Cycles: Experiment with shadow catcher.

Don't worry :) I took it right I never take anything as angry or too serious unless it's pretty obvious it is writte with anger or seriousness hehe

Aug 15 2016, 11:07 AM
Juan Gea (juang3d) added a comment to D1788: Cycles: Experiment with shadow catcher.

Nooo! Do not share screenshots, share .blend file instead! That is the only way for developers to troubleshoot.

This applies to @Sean Kennedy (hype) and @David Andrade (davidandrade).

@David Andrade (davidandrade), when you mention GPU, is it CUDA or OpenCL? OpenCL is currently missing implementation, so i'm not sure what funky results will be happening there.

Aug 15 2016, 10:53 AM
Juan Gea (juang3d) added a comment to D1788: Cycles: Experiment with shadow catcher.

I did a couple tests to see if I had any problems in the alpha channel.

In this scene, it's just an environment light (HDRI). Seems to be working as expected.

In this next one, I added a point light and a mesh light (plane). Still seems to be working ok.

And as I was doing a demo scene for a blog post, I noticed that a mesh light on my test object was wrecking the shadow catcher. It's a bit strange that a geometry light was wrecking the scene in my blog test scene, but the mesh light in the other test scene did not. Perhaps it has to do with the positioning and shape of the mesh light. In mt blog test scene, it's a cylinder, and is inset into other geometry a bit. Perhaps that's causing the ground plane to be picking up a big cast shadow from the geometry that is blocking the cylinder light?

Aug 15 2016, 10:10 AM

Aug 14 2016

Juan Gea (juang3d) added a comment to D1788: Cycles: Experiment with shadow catcher.

I like it so far! Simple to set up, very nice to see in the viewport, and a bit faster and easier to use in compositing. Great work! Looking forward to seeing how it continues to develop.

Is the idea to someday have it as an actual shader? That might give a bit more control, especially in the viewport.

Anyway, nice work so far! Keep it up!

Aug 14 2016, 6:31 PM

Apr 8 2016

Juan Gea (juang3d) added a comment to T48075: Alembic Basic IO.

Ok, then if someone can guide me to build alembic and link it I can prepare a VM and make a build, I'm not sure how to do those two things, for the time being I know how to build blender and how to apply a patch, but I don't know what do I have to build regarding alembic and how the linking works.

Apr 8 2016, 2:03 PM · BF Blender

Apr 7 2016

Juan Gea (juang3d) added a comment to T48075: Alembic Basic IO.

Bit to give feedback we will need to have a build :D

Apr 7 2016, 11:18 PM · BF Blender
Juan Gea (juang3d) awarded T48075: Alembic Basic IO a Like token.
Apr 7 2016, 11:00 PM · BF Blender
Juan Gea (juang3d) updated subscribers of T48075: Alembic Basic IO.
Apr 7 2016, 10:59 PM · BF Blender

Mar 23 2016

Juan Gea (juang3d) added a comment to D1788: Cycles: Experiment with shadow catcher.

@Juan Gea (juang3d), than\ks for the feedback, but it's a bit too early to expect something working yet.. There are known bugs and limitations to be solved still. So be patient a bit until the catcher will fully rock :)

Mar 23 2016, 7:45 PM

Mar 22 2016

Juan Gea (juang3d) added a comment to D1788: Cycles: Experiment with shadow catcher.

Hi there again.

Mar 22 2016, 1:51 PM
Juan Gea (juang3d) added a comment to D1788: Cycles: Experiment with shadow catcher.

Ok, I did some fast tests, I'll prepare some pictures tomorrow but so far the problem I see is that if I use a geometry light (wich is what we use nowadays) the shadow catcher does not catch any shadows, so I.E. if you put a box over a plane, activate the plane's shadow catcher option and put an sphere as light source, even deactivating the environment completely, there is no shadow at all, but if you see the plano without the shadow catcher option, you can see the shadow created by the sphere.

Mar 22 2016, 12:34 AM

Mar 21 2016

Juan Gea (juang3d) added a comment to D1788: Cycles: Experiment with shadow catcher.

I'm prepairing a 2.77 build to test this, but so far from the description I just miss the ability to reflect things, so the shadow catcher should have the hability to create reflections apart from catching shadows, so for example if we have to place an object in a shiny surface we get the shadows + the reflections.

Mar 21 2016, 7:41 PM
Juan Gea (juang3d) awarded D1788: Cycles: Experiment with shadow catcher a Love token.
Mar 21 2016, 1:22 AM
Juan Gea (juang3d) updated subscribers of D1788: Cycles: Experiment with shadow catcher.
Mar 21 2016, 1:22 AM

Mar 16 2016

Juan Gea (juang3d) updated subscribers of D1783: Alembic Import/Export.

@Julian S (julian)
Sorry Julian, you are right.
Where can we see the design task? I'm new to all this :)
Cheers.

Mar 16 2016, 11:10 AM

Mar 15 2016

Juan Gea (juang3d) added a comment to T40092: Blender 2.7 - can't access network paths.

Weird but in the build of 2.77 RC2 I have I can't see the network drives, but I just have made a custom build with the latest code of the git repo and I can see the network drives like X: so it seems to be fixed now, at least for me.

Mar 15 2016, 6:40 PM · BF Blender
Juan Gea (juang3d) added a comment to T40092: Blender 2.7 - can't access network paths.

Same situation here, the thing is that I have the drive mapped to X, it's a local hard drive folder that I map to a network drive to have a uniform work drive.

Mar 15 2016, 12:56 PM · BF Blender

Mar 9 2016

Juan Gea (juang3d) added a comment to D1783: Alembic Import/Export.

Is there a way to compile this as an addon that does not require a complete Blender compile?

Mar 9 2016, 6:20 PM
Juan Gea (juang3d) added a comment to D1783: Alembic Import/Export.

Using it in production right now... just because I can. Wouldn't have happened without that patch.
Too bad I can't render on the farm because there is no windows build.....

Mar 9 2016, 4:14 PM
Juan Gea (juang3d) updated subscribers of rB0c6df47e7be1: Initial Alembic library integration for Blender..
Mar 9 2016, 4:11 PM

Mar 3 2016

Juan Gea (juang3d) added a comment to D1783: Alembic Import/Export.

I just managed to build it on Fedora 22 and took a quick look.
Works exactly how I would want it to work! Thanks for sharing this awesome patch DwarfLabs!!!
I really hope this get's implemented soon, as I am sure it will bring a lot of attention to Blender from people/Studios who were scared away, because they couldn't easily get their existing assets in (or stuff made in Blender out)....

Mar 3 2016, 9:41 PM

Feb 25 2016

Juan Gea (juang3d) added a comment to D1783: Alembic Import/Export.

May I ask someone to post a build with this somewhere? (for Windows 64 I mean) I can't build Blender in my system right now but I would like to test this and see how it compares with our current Alembic workflow with other packages.

Feb 25 2016, 3:57 PM
Juan Gea (juang3d) awarded D1783: Alembic Import/Export a Yellow Medal token.
Feb 25 2016, 3:53 PM
Juan Gea (juang3d) updated subscribers of D1783: Alembic Import/Export.
Feb 25 2016, 3:51 PM