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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3ADingTo%2FCycles_Default_Engine</id>
	<title>利用者:DingTo/Cycles Default Engine - 版の履歴</title>
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	<updated>2026-07-25T20:18:09Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:DingTo/Cycles_Default_Engine&amp;diff=148495&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:11:08Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:11時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:DingTo/Cycles_Default_Engine&amp;diff=148494&amp;oldid=prev</id>
		<title>2014年10月2日 (木) 18:31にwiki&gt;DingToによる</title>
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		<updated>2014-10-02T18:31:59Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Cycles Renderer as Default =&lt;br /&gt;
Cycles became almost feature complete this year. I think it's time to make it the default renderer, physically based shading becomes the Standard in the Industry and with Cycles we have a powerful and versatile engine for artists. This is targeted for the Blender 2.73 release. &lt;br /&gt;
&lt;br /&gt;
There are some things, which should be done before the switch though.&lt;br /&gt;
&lt;br /&gt;
== Import / Export {{Priority|high}} ==&lt;br /&gt;
IO scripts (obj, fbx, collada...) can import and export materials from / to Blender internal. There is some basic support for the Cycles material system already, but it is very important to fix the gaps. When a User opens Blender and imports a third party format, he should at least get the basics.&lt;br /&gt;
&lt;br /&gt;
Solution: Import / Export code for Cycles materials. How to extract the important bits (diffuse shader, image texture...) in a large node tree is a challenge, but maybe the next point will help with this.&lt;br /&gt;
&lt;br /&gt;
== Shader presets {{Priority|medium}} ==&lt;br /&gt;
Node systems are a powerful and intuitive system for material creation. However, it can be annoying to add several nodes just to get a basic material. &lt;br /&gt;
It would be cool to have a small default shader, bundled with Blender, some kind of [http://blenderartists.org/forum/showthread.php?283248-Ubershader-v3-0-New-Release-4-4-2013-Come-and-Get-It! Ubershader]. I imagine to bundle 2 shaders with Blender, likely as a Node Group.&lt;br /&gt;
* Standard Surface: Simple shader for Diffuse, Glossy, Transmission, SSS. &lt;br /&gt;
* Standard Volume: Simple volume shader for emission, scattering, and absorption.&lt;br /&gt;
&lt;br /&gt;
== Other open points ==&lt;br /&gt;
* [https://github.com/kopias/blender-addons/blob/master/paint_on_cycles_image_node.py Texpaint with Images] Some open issue with Texture Paint cloning, according to kopias in IRC. He wrote this script as workaround.&lt;/div&gt;</summary>
		<author><name>wiki&gt;DingTo</name></author>
		
	</entry>
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