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        <title>Photos tagged 'cycles'</title>
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            <title>Pool Deck (Week 4) - Filmic Version
From the second BlenderGuru Architecture...</title>
            <link>https://www.23hq.com/mramshaw/photo/27214239</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/27214239"&gt;&lt;img src="https://www.23hq.com/23707327/27214239_496d1766584d804d17d873695b56f00a_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Pool Deck (Week 4) - Filmic Version&lt;/p&gt;
&lt;p&gt;From the second BlenderGuru Architecture Academy, PLEASE VIEW LARGE&lt;/p&gt;
&lt;p&gt;[Click on the image to view the full-size version]&lt;/p&gt;
&lt;p&gt;Comments and critique are very welcome.&lt;/p&gt;
&lt;p&gt;4:25 hours to render @ 6,400 Samples, GPU&lt;/p&gt;
&lt;p&gt;More rendering with Troy Sobotka's Filmic Blender. New balcony railing.&lt;/p&gt;
&lt;p&gt;Before, there were quite defined limits based upon the original lighting.&lt;/p&gt;
&lt;p&gt;With filmic blender much more range for correction in post is available.&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;[The 'bloom' on the pool was added in post; the reflections look iffy to me.]&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/27214239</guid>
            <pubDate>Sun, 18 Dec 2016 22:19:13 GMT</pubDate>
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            <title>Reading Room (Week 1) - Filmic Version
From the second BlenderGuru...</title>
            <link>https://www.23hq.com/mramshaw/photo/27100922</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/27100922"&gt;&lt;img src="https://www.23hq.com/23707327/27100922_45ca6149719c7bc2a0099c282968596e_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Reading Room (Week 1) - Filmic Version&lt;/p&gt;
&lt;p&gt;From the second BlenderGuru Architecture Academy, PLEASE VIEW LARGE&lt;/p&gt;
&lt;p&gt;[Click on the image to view the full-size version]&lt;/p&gt;
&lt;p&gt;Comments and critique are very welcome.&lt;/p&gt;
&lt;p&gt;[Old software maxim: hardware is cheap, software is expensive]&lt;/p&gt;
&lt;p&gt;2 hours to render @ 1,500 samples, GPU [Used to be 16 hours, CPU]&lt;/p&gt;
&lt;p&gt;Interiors have extreme lighting so this seemed a good test for Filmic Blender.&lt;/p&gt;
&lt;p&gt;You can get Troy Sobotka's Filmic Blender here:&lt;br /&gt;
&lt;br /&gt;
 -- &lt;a rel="nofollow" href="https://github.com/sobotka/filmic-blender"&gt;https://github.com/sobotka/filmic-blender&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I was quite pleased how much of the exterior detail was made available.&lt;/p&gt;
&lt;p&gt;I adjusted the colour grade, no other changes. Trying for a wintry feel.&lt;/p&gt;
&lt;p&gt;Impressively, Filmic Blender allows for a lot of post-processing.&lt;/p&gt;
&lt;p&gt;The highlights can be pushed quite far without blowing-out.&lt;/p&gt;
&lt;p&gt;[Check the shadow border, side face of the sofa which used to look a little nasty.]&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;I am sure the same is true for the shadows. A big thumbs-up from me.&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/27100922</guid>
            <pubDate>Thu, 15 Dec 2016 20:31:08 GMT</pubDate>
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        <item>
            <title>Early Morning Mist with Blender, PLEASE VIEW LARGE
[Click on the image to...</title>
            <link>https://www.23hq.com/mramshaw/photo/19935292</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/19935292"&gt;&lt;img src="https://www.23hq.com/16171062/19935292_5e8a1a268cd1d3953ecce3329a97ffdf_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Early Morning Mist with Blender, PLEASE VIEW LARGE&lt;/p&gt;
&lt;p&gt;[Click on the image to view the full-size version]&lt;/p&gt;
&lt;p&gt;Approx. 2 hours to render @ 500 samples, CPU&lt;/p&gt;
&lt;p&gt;Yet another BlenderGuru tutorial:&lt;br /&gt;
&lt;br /&gt;
    &lt;a rel="nofollow" href="http://www.blenderguru.com/tutorials/make-grassy-meadow-scene/"&gt;http://www.blenderguru.com/tutorials/make-grassy-meadow-scene/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;The models &amp; textures are supplied so the bulk of the exercise is Composition.&lt;/p&gt;
&lt;p&gt;This is all related to the Grass Pack launch - which seems to be a very nice&lt;br /&gt;
improvement over grass created using Strands. The bonus of using models&lt;br /&gt;
is better-looking grass and greatly improved render time (and probably on&lt;br /&gt;
the GPU too, which really helps).&lt;/p&gt;
&lt;p&gt;In this case, Volumetrics (the low-level early morning mist) is currently&lt;br /&gt;
only available with CPU rendering but even so I was pretty impressed with&lt;br /&gt;
how quickly this scene rendered. And not even a very high number of&lt;br /&gt;
of samples either! For the grass Particle System the numbers are pretty&lt;br /&gt;
reasonable also.&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;It's kind of fun de-constructing Nature - in this case my main goal was to&lt;br /&gt;
create realistic-looking mist - at which I think I was fairly successful. In&lt;br /&gt;
fact, I could probably have made the mist a lot denser - although that&lt;br /&gt;
really wasn't the look I was after.&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/19935292</guid>
            <pubDate>Sun, 08 Feb 2015 03:06:55 GMT</pubDate>
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        <item>
            <title>Reading Room (Week 1) - Revised
From the second BlenderGuru Architecture...</title>
            <link>https://www.23hq.com/mramshaw/photo/17796861</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/17796861"&gt;&lt;img src="https://www.23hq.com/16171062/17796861_3edcaca84338d86ddb0e30bad0d72491_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Reading Room (Week 1) - Revised&lt;/p&gt;
&lt;p&gt;From the second BlenderGuru Architecture Academy, PLEASE VIEW LARGE&lt;/p&gt;
&lt;p&gt;[Click on the image to view the full-size version]&lt;/p&gt;
&lt;p&gt;Comments and critique are very welcome.&lt;/p&gt;
&lt;p&gt;19 hours to render @ 1,500 samples, CPU&lt;/p&gt;
&lt;p&gt;I have a much better understanding of Cycles (the render engine) than when&lt;br /&gt;
I rendered my first Week 1 attempt.&lt;/p&gt;
&lt;p&gt;So it seemed like a good time to try re-rendering this particular scene.&lt;/p&gt;
&lt;p&gt;I took to heart some critiques, plus made some changes I wanted to make.&lt;/p&gt;
&lt;p&gt;Finally I added a small amount of 'bloom' in post (not photo-realistic but looks great).&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;This had the effect of creating a small amount of vignetting, which was welcome.&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/17796861</guid>
            <pubDate>Sat, 25 Oct 2014 17:14:12 GMT</pubDate>
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        <item>
            <title>Pool Deck (Week 4)
From the second BlenderGuru Architecture Academy, PLEASE...</title>
            <link>https://www.23hq.com/mramshaw/photo/17544202</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/17544202"&gt;&lt;img src="https://www.23hq.com/16171062/17544202_2af04bd2420290850d64e874593f7261_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Pool Deck (Week 4)&lt;/p&gt;
&lt;p&gt;From the second BlenderGuru Architecture Academy, PLEASE VIEW LARGE&lt;/p&gt;
&lt;p&gt;[Click on the image to view the full-size version]&lt;/p&gt;
&lt;p&gt;Comments and critique are very welcome.&lt;/p&gt;
&lt;p&gt;17:15 hours to render @ 1,600 Samples, CPU&lt;/p&gt;
&lt;p&gt;Cycles may not be the fastest render engine, but it does a pretty nice job.&lt;/p&gt;
&lt;p&gt;[It is apparently unbiased too, there are many settings to speed things up,&lt;br /&gt;
 but these generally seem to introduce bias, trading speed for accuracy.]&lt;/p&gt;
&lt;p&gt;Check out the nice bounce lighting at the base of the potted plants.&lt;/p&gt;
&lt;p&gt;Also I think the lighting on the left of the garden umbrella is quite nice.&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;[The 'bloom' on the pool lights and shrubbery was added in post.]&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/17544202</guid>
            <pubDate>Thu, 09 Oct 2014 22:53:15 GMT</pubDate>
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        <item>
            <title>Modern House (Week 2)  - 8 bit version, 3.5 MB
From the second BlenderGuru...</title>
            <link>https://www.23hq.com/mramshaw/photo/16369752</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/16369752"&gt;&lt;img src="https://www.23hq.com/16171062/16369752_c953d870174d97d08d05c015ce4574dc_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Modern House (Week 2)  - 8 bit version, 3.5 MB&lt;/p&gt;
&lt;p&gt;From the second BlenderGuru Architecture Academy, PLEASE VIEW LARGE&lt;/p&gt;
&lt;p&gt;[Click on the image to view the full-size version]&lt;/p&gt;
&lt;p&gt;6 hours to render @ 500 samples, CPU&lt;/p&gt;
&lt;p&gt;I ran out of texture memory (VRAM) quickly, but Cycles can cleverly still use the&lt;br /&gt;
GPU to render smaller portions of the full scene (so GPU rendering can still be very&lt;br /&gt;
useful). After switching to CPU rendering things were good for a while, but my CPU&lt;br /&gt;
and memory (RAM) were not up to the job of rendering a full-size scene with a full&lt;br /&gt;
lawn of grass.&lt;/p&gt;
&lt;p&gt;So I became very parsimonious with textures and particles, even so the grass here&lt;br /&gt;
really lets the scene down quite a bit. And of course the background is as bare as&lt;br /&gt;
it can be, and some more foliage would be pretty nice too.&lt;/p&gt;
&lt;p&gt;I'm not really familiar with hard-edge modelling, so this was an excellent exercise.&lt;br /&gt;
I also learned a lot about asset and texture management. Much room to improve!&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;My compositing hides the thin grass a little, but I am not really trying to hide it,&lt;br /&gt;
this colour grading was pretty much what I was aiming for all along.&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/16369752</guid>
            <pubDate>Fri, 06 Jun 2014 15:42:50 GMT</pubDate>
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        <item>
            <title>Reading Room (Week 1)  - 16 bit version, 10.7 MB
From the second BlenderGuru...</title>
            <link>https://www.23hq.com/mramshaw/photo/16285715</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/16285715"&gt;&lt;img src="https://www.23hq.com/16171062/16285715_5fbcf2aadf31407a0f241bbefef407d3_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Reading Room (Week 1)  - 16 bit version, 10.7 MB&lt;/p&gt;
&lt;p&gt;From the second BlenderGuru Architecture Academy, PLEASE VIEW LARGE&lt;/p&gt;
&lt;p&gt;[Click on the image to view the full-size version]&lt;/p&gt;
&lt;p&gt;6 hours to render @ 500 samples, CPU&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;(More options for Post-processing with this but I can't see any difference between this and the 8-bit version!)&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/16285715</guid>
            <pubDate>Wed, 28 May 2014 22:45:15 GMT</pubDate>
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        <item>
            <title>Reading Room (Week 1)  - 8 bit version, 3.6 MB
From the second BlenderGuru...</title>
            <link>https://www.23hq.com/mramshaw/photo/16285702</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/16285702"&gt;&lt;img src="https://www.23hq.com/16171062/16285702_abfc4d29579f0b4b768fb96698052cce_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Reading Room (Week 1)  - 8 bit version, 3.6 MB&lt;/p&gt;
&lt;p&gt;From the second BlenderGuru Architecture Academy, PLEASE VIEW LARGE&lt;/p&gt;
&lt;p&gt;[Click on the image to view the full-size version]&lt;/p&gt;
&lt;p&gt;Comments and critique are very welcome.&lt;/p&gt;
&lt;p&gt;6 hours to render @ 500 samples, CPU&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;(Less options for Post-processing with this but I can't see any difference between this and the 16-bit version!)&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/16285702</guid>
            <pubDate>Wed, 28 May 2014 22:43:31 GMT</pubDate>
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        <item>
            <title>Simple Lounge Room (freebie) from the first BlenderGuru Architecture Academy...</title>
            <link>https://www.23hq.com/mramshaw/photo/16285698</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/16285698"&gt;&lt;img src="https://www.23hq.com/16171062/16285698_9124aaf1dfde7cd10fd81a79b7b832b0_standard.jpg" width="336" height="460" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Simple Lounge Room (freebie) from the first BlenderGuru Architecture Academy&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;PLEASE VIEW LARGE [Click on the image to view the full-size version]&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/16285698</guid>
            <pubDate>Wed, 28 May 2014 22:42:55 GMT</pubDate>
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        <item>
            <title>It seems that bump mapping, at least, is in Cycles.
It's not as easy to use...</title>
            <link>https://www.23hq.com/mramshaw/photo/8228589</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/8228589"&gt;&lt;img src="https://www.23hq.com/7828204/8228589_c0f800529b05d25e0d2ae57faefc8e1a_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;It seems that bump mapping, at least, is in Cycles.&lt;/p&gt;
&lt;p&gt;It's not as easy to use as in Blender Internal, so it took me a while to find out how to do this.&lt;/p&gt;
&lt;p&gt;It will be nice when Cycles has full normal mapping, also Cycles does not have as much control (yet) either.&lt;/p&gt;
&lt;p&gt;It's a subtle difference, compare this render with my previous one to see if you can spot the differences.&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;[In my opinion, this surface looks more like wood veneer and less like formica, if I've done things right.]&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/8228589</guid>
            <pubDate>Thu, 04 Oct 2012 19:26:33 GMT</pubDate>
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        <item>
            <title>Some more fun considering Photography from the ground up. Looking at the
fine...</title>
            <link>https://www.23hq.com/mramshaw/photo/8204284</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/8204284"&gt;&lt;img src="https://www.23hq.com/7828204/8204284_8cad8243b83b6dbdd82cbd8eb7b8a296_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Some more fun considering Photography from the ground up. Looking at the&lt;br /&gt;
fine details in a RAW file, noise is always present. The usual process is&lt;br /&gt;
to try and reduce any nasty Chroma noise as much as possible, while at the&lt;br /&gt;
same time retaining as much 'grain' (i.e. detail) as possible.&lt;/p&gt;
&lt;p&gt;Here I am trying the new Cycles renderer in Blender, which is very noisy.&lt;br /&gt;
The noise can be reduced at the expense of more render passes, so greater&lt;br /&gt;
render times (a brute force approach, really). I started with 50 passes,&lt;br /&gt;
then 500, then 1,000 and then I started tweaking things. Finally, I upped&lt;br /&gt;
the quality and rendered this image (which took 20 minutes to render, that&lt;br /&gt;
being 20 minutes of parallelized CISC computing on my GPU using CUDA and&lt;br /&gt;
very fast VRAM memory). I suspect the quality may get acceptable somewhere&lt;br /&gt;
at around 10,000 passes. To be fair, this is an indoor scene - which is&lt;br /&gt;
where Cycles is supposed to be weak. So, I still don't think CG will be&lt;br /&gt;
replacing Photography any time soon.&lt;/p&gt;
&lt;p&gt;The older Blender Internal (BI) renderer does a number of things very well,&lt;br /&gt;
for instance I think the wood here would look a lot better with some Bump&lt;br /&gt;
Mapping - but Cycles does not really support this well yet. On the other&lt;br /&gt;
hand, Cycles handles Caustics and GI (Global Illumination) pretty well. BI,&lt;br /&gt;
on the either hand, can not really do either of these. But materials/textures&lt;br /&gt;
in Cycles involves using Nodes, which work well but require more fundamental&lt;br /&gt;
understanding of the issues (basically a chained mathematical approach to&lt;br /&gt;
what would be layers in GIMP/PS).&lt;/p&gt;
&lt;p&gt;I created everything in this scene from scratch (apart from the fine wood&lt;br /&gt;
texture) by following this highly detailed tutorial:&lt;br /&gt;
&lt;br /&gt;
    cg.tutsplus.com/tutorials/blender/create-and-render-a-still-life-scene-in-blender-using-cycles/&lt;/p&gt;
&lt;p&gt;Having some experience with Blender, I did not follow it too exactly, so&lt;br /&gt;
I was expecting the poor quality of my modelling to show up in the render.&lt;br /&gt;
However, the exercise seems to have been designed very well, as the Cycles&lt;br /&gt;
materials and textures have completely rescued what should have been a&lt;br /&gt;
pretty poor-quality effort on my part.&lt;/p&gt;
&lt;p&gt;Cycles has the promise of being a 'one-click' solution to the general&lt;br /&gt;
lighting problems inherent in CG scenes, whereas BI involves lots and lots&lt;br /&gt;
of very laborious tweaking to get good results. In the same way as RGB and&lt;br /&gt;
CMYK are different viewpoints on the same subject, each valid for slightly&lt;br /&gt;
different things, I think Cycles and BI may co-exist for a while yet. It&lt;br /&gt;
seems to me that BI is more of a wave-based approach to light, while Cycles&lt;br /&gt;
is more of a particle-based approach, but in either case I think a very good&lt;br /&gt;
understanding and eye for the qualities of light is still needed (the promise&lt;br /&gt;
of a 'one-click' solution still seems far away. In the same way that both GI&lt;br /&gt;
as well as Caustics have only come to be understood quite recently, and mainly&lt;br /&gt;
show up with man-made materials under controlled lighting conditions, it is&lt;br /&gt;
only possible to represent these accurately with a good understanding of how&lt;br /&gt;
they are caused and their physics. Of course, neither are particularly necessary,&lt;br /&gt;
so BI is still a good solution for almost all lighting conditions.)&lt;/p&gt;
&lt;p&gt;Luckily, the Cycles people, after starting with a completely new approach&lt;br /&gt;
to lighting (it seems that they decided that everything should be an Area&lt;br /&gt;
lamp) realized that there was a baby in the bath-water, and reincorporated&lt;br /&gt;
all of the tradititional lamps into Cycles. So a hybrid approach is much&lt;br /&gt;
more feasible now. You can use Cycles for what it is really good at (being&lt;br /&gt;
real-time lighting, albeit very noisy) and then switch over to BI (once the&lt;br /&gt;
lighting is set up). Or even composite both of them (with the expense of&lt;br /&gt;
duplicating entire scenes) for a fully-hybrid approach (the upcoming 'Tears&lt;br /&gt;
of Steel' open movie does this somewhat, I think). However, all of this means&lt;br /&gt;
an increase in complexity, rather than a reduction. Kind of like processing&lt;br /&gt;
a RAW file as opposed to a JPEG (and now that Blender can handle HDR files,&lt;br /&gt;
I may have to look into processing these at some point, although the last time&lt;br /&gt;
I tried processing a file in 32-bit mode I ran out of disk space [paged-out&lt;br /&gt;
memory swap files] in about 5 minutes).&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;As always, comments and critique are very welcome, and I respond in kind.&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/8204284</guid>
            <pubDate>Sun, 23 Sep 2012 20:55:03 GMT</pubDate>
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        </item>
        <item>
            <title>Cycles (the new Blender renderer) has an awesome ability to chew through...</title>
            <link>https://www.23hq.com/mramshaw/photo/8186029</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/mramshaw/photo/8186029"&gt;&lt;img src="https://www.23hq.com/7828204/8186029_ab1b3fc19b7c36ecc85f1067715d95de_standard.jpg" width="460" height="259" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Cycles (the new Blender renderer) has an awesome ability to chew through Geometry.&lt;br /&gt;
It leverages the power of your video card to perform floating-point operations&lt;br /&gt;
(in parallel, no less) and performs really well (but your screen will be locked&lt;br /&gt;
up completely, as your GPU is busy with other things).&lt;/p&gt;
&lt;p&gt;So it seemed to be time to really get to grips with it. I used this tutorial:&lt;br /&gt;
&lt;br /&gt;
    &lt;a rel="nofollow" href="http://www.blenderguru.com/videos/create-realistic-materials-with-cycles"&gt;http://www.blenderguru.com/videos/create-realistic-materials-with-cycles&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;After 50 passes, there was still grain, here after 150 passes some remains.&lt;br /&gt;
It might be possible to increase the number of passes to fix these 'fireflies'&lt;br /&gt;
but the scene looks okay with a few.&lt;/p&gt;
&lt;p&gt;Conclusion: materials with nodes are tricky, also Cycles is still changing.&lt;br /&gt;
I think I'll stick with Blender Internal for now, but Cycles is impressive.&lt;/p&gt;
&lt;p style="margin-bottom: 0px;"&gt;[Best viewed at 100%, there are actually some boots back there!]&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/mramshaw/"&gt;mramshaw&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/mramshaw/photo/8186029</guid>
            <pubDate>Sat, 15 Sep 2012 22:32:44 GMT</pubDate>
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        </item>
        <item>
            <title>Leather Cycling Glove
Leather palm, mesh back, fingerless
Reinforced palm...</title>
            <link>https://www.23hq.com/fapot001/photo/4358914</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/fapot001/photo/4358914"&gt;&lt;img src="https://www.23hq.com/3364505/4358914_23a156cb67854f7d7ec39bb037edc4c7_standard.jpg" width="362" height="362" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Leather Cycling Glove&lt;br /&gt;
Leather palm, mesh back, fingerless&lt;br /&gt;
Reinforced palm stitching for durability&lt;br /&gt;
Different colors available&lt;br /&gt;
Velcro strap for comfort adjustment.&lt;br /&gt;
A modern cycling glove with a vintage retro look&lt;br /&gt;
OEM/ODM services are available with desired logos &amp; tags&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/fapot001/"&gt;fapot001&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/fapot001/photo/4358914</guid>
            <pubDate>Mon, 18 May 2009 07:52:35 GMT</pubDate>
            <media:content url="https://www.23hq.com/3364505/4358914_23a156cb67854f7d7ec39bb037edc4c7_large.jpg" width="362" height="362"/>
            <media:thumbnail url="https://www.23hq.com/3364505/4358914_23a156cb67854f7d7ec39bb037edc4c7_quad100.jpg" width="100" height="100"/>
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        </item>
        <item>
            <title>Leather Cycling Glove
Available in cow/sheep and goat leather
Rich soft,...</title>
            <link>https://www.23hq.com/fapot001/photo/4358910</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/fapot001/photo/4358910"&gt;&lt;img src="https://www.23hq.com/3364503/4358910_827d27781fd0520b057e37b021d6d285_standard.jpg" width="362" height="362" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Leather Cycling Glove&lt;br /&gt;
Available in cow/sheep and goat leather&lt;br /&gt;
Rich soft, smooth natural leather cycling glove is made from super premium goatskin&lt;br /&gt;
Padded palm and reinforcements on wear areas.&lt;br /&gt;
leather in the palms for added protection&lt;br /&gt;
Velcro wrist closure&lt;br /&gt;
Different color possibilities&lt;br /&gt;
OEM/ODM services are available with desired logos &amp; tags&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/fapot001/"&gt;fapot001&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/fapot001/photo/4358910</guid>
            <pubDate>Mon, 18 May 2009 07:52:17 GMT</pubDate>
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        </item>
        <item>
            <title>cycle</title>
            <link>https://www.23hq.com/insky/photo/1753548</link>
            <description>&lt;p&gt;&lt;a href="https://www.23hq.com/insky/photo/1753548"&gt;&lt;img src="https://www.23hq.com/1192282/1753548_9211cb478ee6aea6198cb74c9b36e5e1_standard.jpg" width="460" height="308" class="23-standard"/&gt;&lt;/a&gt;&lt;/p&gt;&lt;p&gt;cycle&lt;/p&gt;&lt;p&gt;Photo by &lt;a href="https://www.23hq.com/insky/"&gt;insky&lt;/a&gt;&lt;/p&gt;</description>
            <guid>https://www.23hq.com/insky/photo/1753548</guid>
            <pubDate>Tue, 13 Mar 2007 02:43:19 GMT</pubDate>
            <media:content url="https://www.23hq.com/1192282/1753548_9211cb478ee6aea6198cb74c9b36e5e1_large.jpg" width="756" height="506"/>
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