The more and more I use Windows 10, the more I like it. Even after the second day, I found I liked it better than Windows 7, which I would have never expected. When I heard Windows 10 was even being released, I thought of this monolithic version of Windows 8.1, which fed on the souls of children. Of course, by the Microsoft Law of 2’s, every other version of Windows is the step-child you really don’t want anything to do with. For instance: “Windows 98, Windows ME (Step-Child), Windows XP, Windows Vista (Step-Child), Windows 7, Windows 8 (Step-Child), Windows 10”. Anyways, moving forward!
I finally took the plunge, and spent a day fixing my Windows 7 Pro Windows Update, so that I could upgrade to Windows 10. I was amazed by how much I actually enjoyed the OS compared to Windows 8/8.1, but after shutting down, and starting it back up again, I realized that none of my USB devices had any power at all. Apparently this is a common issue for ASUS product users, and I’m writing this today telling you, “YOU DO NOT NEED TO DO A CLEAN INSTALL TO MAKE IT WORK”. If you know me, I’m not one to reinstall my OS. I clean it by hand, and keep it safe. I hate reinstalling apps, redoing my settings, and that’s why I have a backup of my OS drive on another drive. Anyways, let’s get to the meat of this discussion.
If you have been keeping up with the latest trends in the 3D world, you know that Physically Based Rendering/Shading is the new standard for many materials. Of course, it is still new, and for someone to simply switch over, there is very little documentation. Most of what is out there tells you to use the Substance Painter/Designer/Player to create these textures. A matter of fact, that is what you have to do if you download textures from GameTextures dot com; you use Substance Painter to convert their textures to be used in whatever platform you plan to use them. This method is fine if you are someone that uses textures from GameTextures, but if you’re someone that prefers to hand-paint your textures, like myself, this shit isn’t gonna fly. Soooooooooo, let’s look at how we get around this bs.
This isn’t much of a tutorial, or really informative article, but it was in fact something I thought at least warranted an update of sorts. The past couple days I have been working on moving assets from Blender to Unity, but I had a lot of questions unanswered, especially since Unity 5 was released. At the same time I was looking into PBR (Physically Based Rendering) to create some better textures for my assets. After catching up on some Unity documentation, I soon learned that Unity 5 was created to cater to PBR with their system PBS (Physically Based Shading).
Eventually, there will be a tutorial about exporting from Blender to Unity 5, as well as Baking your textures in Blender with Cycles specifically for Unity 5. These are the subjects that have always held me back on creating assets for Unity. It’s such a gray area, but it wasn’t until recently that I learned Unity plays very nice with Blender. Did you know you can put your .blend file in your Unity project folder, and it will import what it understands from the .blend file? What I’ve seen it import are models, materials, rigs, and who knows what else. How cool is that!?!
Anyways, expect lots of new cool content here soon, as well as those texture painting timelapses I talked about earlier. Once I know exactly what texture maps I need for Unity, I will be creating lots of them by hand, as well as with some cool side applications. Of course, that’s for another time. Anyways, I’m going to conclude this article with a list of the most awesome links visited today:
Khan Academy (Brushing up on Trig)
So with all of the ATI support added to Blender 2.75, it was recently brought to the developer’s attention, that there was a serious issue when trying to render in OpenCL with Apple Mac computers. Your thought may be, “well Blender devs need to fix it!”, but this is not the case. The reason for the issue is due to the old ATI drivers packaged with OS X. Many users have also noted issues with Blender’s CUDA support on OS X on 2.75, because the nVidia drivers are also out of day. Even as of today, Yosemite 10.10.4 has not provided an update to GPU drivers.
Since the release of OSX 10.10 El Capitan (and new drivers), Blender 2.76 was able to give AMD/ATI support to OSX. Any prior versions of Blender, and/or OSX are still without support.
So, what do we do? Well, I’m not a Mac Blender users, but I feel for anyone having to go through this, especially the people who own Mac Pros with dual-Firepro GPUs. Due to this issue, I have made a “Call-To-Arms” thread on the CGCookie Community Forums, helping the community react to Apple, sending feedback about this issue. I also ask that anyone not using a Mac to at least share the link to the linked thread.
If we work together, we can set a fire under Apple’s “A double-snake hole”, in hopes that they give Mac users GPU drivers that are not at least a year old, or to at least put back the option to install new updates again (like in 10.4/10.5).
Even if you have an old Mac that doesn’t even support CUDA or OpenCL, send feedback! The Feedback page only asks what type of Mac you are using, not model. So please, visit the thread, and help make Blender better by giving Apple users the same functionality the rest of us have with Blender.