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La muerte de Windows XP

El próximo 8 de abril de 2014 Microsoft va a dejar de dar soporte técnico a Windows XP ¿Qúe significa ésto? Si en su hogar o en su empresa sigue utilizando todavía Windows XP es necesario que vaya pensando ya en un cambio de sistema operativo, bien a una versión posterior de Microsoft o bien a otro tipo de sistema operativo, por ejemplo uno basado en Linux como Ubuntu. Estas son las razones por las que debe plantearse ya esta cuestión: Los programas que esté usando dejarán de tener versiones y actualizaciones para Windows XP. Es sólo cuestión de tiempo que dejen de tener en sus páginas web versiones de los programas para él. Muchos programas de software libre ya han anunciado que sus próximas versiones no estarán disponibles para XP, por lo que tendrá que trabajar con programas antiguos. Si se compra un periférico nuevo o cualquier dispositivo que conecte con un ordenador, los fabricantes ya no crearán drivers para XP. Ratones, impresoras o cámaras de fotos nuevas le indicarán que s...

Blender Cycles: Rendering Tips (WIP)

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Hi everybody. In this article I'm going to write brief tips that I use in my cycles renders. I hope they will be useful for you. This article is in process. Hola a todos. En este artículo voy a ir poniendo breves consejos que yo mismo utilizo en mis renders. Espero que os sean útiles. Este artículo está en elaboración. For creating a plastic or ceramic material use a mixture between a Diffuse node and a Glossy node.   Para crear un material de tipo plástico o cerámico usa una mezcla entre un nodo difuso (Diffuse) y un nodo de brillo (Glossy) For creating a metal material use a mixture between two Glossy nodes. Para crear un material de tipo metal usa una mezcla (Mix) de dos nodos de brillo (Glossy) In the real world there are not completely diffuse materials. A lmost all materials reflect light at gracing angles at least (for example, paper). So use always some kind of reflection. En el mundo real no hay materiales completamente difusos. Casi todos los...

Red Eroded Coral Material

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Hi everybody! Today I'm going to show you how to make a red eroded coral material in blender / cycles: ¡Hola a todos! Hoy voy a mostraros como hacer un material de tipo coral rojo erosionado con blender y cycles: This is the overview of the material: Esta es la visión general del material: This is the zoom on the left hand side in the material: Este es el zoom de la parte izquierda del material: I have mixed three Voronoi Textures to get the bumping of the material (see turquoise frame). I have used a Value node and two Math node with the Multiply option to centralize the scaling my textures. If the value of the Value node is changed, all the textures changes in the same proportion. By plugging these textures in Bump nodes and chaining them I get a kind of eroded surface. Regarding the purple frame, I have used two of the Voronoi textures to find the holes on the surface and set a different color for them. They are the white spots of the coral. He...

Scratched Metal Material

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Hi every body. Today I'm going to show you a scratched metal material: (1) Preview of the node setup explained in this article  (2) Preview of the node setup with parameters modified for the last render below This is the basic node setup of the material: As you can see, the material is a simple Glossy node wich is added a scratched bumping. You can change the Glossy node by another metal or a material of you own. The main element of the Scratched Pattern node group is a tweaked Voronoi texture, which produces a streaky pattern: This is the Map Range node group included: This tweaked Voronoi texture produces some spots painted on your texture. The number of spots depends on the Threshold parameter (1.0 for all spots, Mapping Vector node scaling the texture in this way: The Scratched Pattern node group contains eight groups of  Mapping-Tweaked Voronoi nodes. This is the comparison of one Tweaked Voronoi or eight of them with differ...

Testing CGTrace's Material Ball

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Hi. I have been testing the CGTrace's Material Ball : Carpaint: Colombia Gold:  Blood: Its author, Victor Borges says that it is similar to other testing scenes used with Mono software. I really like the color strips beside the ball and the scene loads and renders faster than @Tuqueque's Blender Ball. However I think it can be improved. I will continue making tests and post them here in this article. These are more screenshots with the scene modified: Carpaint : Colombia Gold : Blood: Colored Glass: Terracotta : Brown Leather: These are the tweaks I have done on the blendswap scene: Recalculating all normals Changing Diffuse materials to roughness 0.1, so they use Oren-Nayard algorithm Changing Color light to Blackbody 6500 (like a fluorescent or white LED light) Adding a Cube which wraps all the objects, so the black world is not reflected. Its material is Diffuse RGB(0.6, 0.6, 0.6) and roughness 0.1. Bye.

Plastic for Appliances Material

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Hi everybody. Today I'm going to show you a simple material, plastic for home or computer appliances. Hola a todos. Hoy voy a mostraros un material simple, plástico para aparatos domésticos o de informática. This is my first approach:  Ésta es mi primera aproximación: The material is basic: a mix between Diffuse and Glossy shaders. I have used a Facing factor for mixing, because I think it works better with this kind of materials which are not very glossy. As you know Facing reflections only are shown when you see the surface in a grazing angles. Also I have added a Voronoi Texture to get a rough effect on the surface. This is the node setup: El material es básico: una mezcla entre shaders difuso y de brillo (Glossy). He usado un factor Facing para la mezcla, ya que creo que funciona mejor para este tipo de materiales no muy brillantes. Como ya sabéis las reflexiones de tipo Facing sólo se muestran cuando ves la superficie en ángulos casi paralelos a ésta. ...

Blender Cycles OSL: Mandelbrot Fractal

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Hi. Today I'm going to show you an OSL code to get a Mandelbrot Fractal , like this: This fractal uses the following complex numbers formula: Z(n+1) = Z(n) ^ 2  + C I have parameterized the exponent of the formula and the bailout value, that is, the value to stop the iterations. So the code is this : shader mandelbrot_fractal_zn_zoom( float Scale = 1.0, float Zoom = 3.5, vector Vector = (vector)P, float CenterX = 0.0, float CenterY = 0.0, int MaxIterations = 64, int Exponent = 2, float Bailout = 2.0, output float Fac = 0.0) { point p = (point)Vector*Scale/(2*Zoom); int i = 0; int j = 0; int prevIteration = MaxIterations; float factor = 0.0; float foo = 0.0; // Starting point p[0] += CenterX; p[1] += CenterY; // Initialize point pa = point(0.0); point pb = point(0.0); point pc = point(0.0); // Mandelbrot algorithm do { // z^j for(j = 1; j B...