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Hey guys!

Blender 4.0 was released this week. I tested the new features and ported Gatekeeper to this environment. A few things had to be changed. I also updated Lara's rig, because now the rig layers have been renewed and the old one was no longer usable. I had trouble with this anyway, so I'm glad I finally did it. You can download the new model version soon. Also, a new color profile and AgX has arrived. This promises even more of a real camera colorspace. The skin shader has also improved a bit. Unfortunately, Eevee Next only comes with version 4.1.

After the conversion, I made a render image: https://files.catbox.moe/4gd3fy.jpg

It's not quite perfect yet. For now, the new Blender is pretty stable. And in the next post I will bring the final GK P4 scenario. But I have one more pose to think of...

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Comments

Dave Ort

Thank you!

Martin S

Cool stuff! I know my way around most of the popular DCCs and render engines in particular. Blender is the one big exception, I've never had the time to dedicate to learn. So I was wondering - Do Cycles and Eevee have enough of a parity, so that you can do most of your stuff in Eevee, but render only specific passes in Cycles(of stuff that Eevee does not support), and get best of both worlds in compositing? Also, have you experimented with 3rd party engines for Blender? Renderman maybe, or Octane...? Octane in particular, as it is pretty damn fast being a GPU path tracer.

wildeerstudio

Yes, this is basically how I do it. Eevee is the base, but if something doesn't work well here, I'll transfer that layers (cum, glass) to cycles. I did a lot of comparisons and I can see that the Cycles render is better technically, but Lara is prettier with Eevee. I can not tell. I'm keeping an eye on other rendering engines. Octane, redshift. But I haven't really immersed myself in it yet.

Adam Felmer

Gatekeeper 4 release date?