Well, small/medium intuos pro is way cheaper that iPad Pro + pencil... just saying... And it works better with ZBrush...
It might ultimately be proof of concept now, but the point of showing a low-count bounce raytracing that still looks decent especially after denoising gives us a nice roadmap on the future. Maybe given time, we will move to this as the new standard or at least a probable alternate to baked lighting.
Fuck you I'm stuck in some bullshit game some dickhead thought would be exciting.
Triumph presented a new version of of Blend4Web, an open source framework for creating interactive online 3D experiences. V17.06 brings lots of new features such as support for AR, several of Blender’s object-level transform constraints, a new logic node called Set Camera Limits, a new environment lighting algorithm for Cycles and many others.
Here are some details on the new features:
The developers have finally realized the necessity to have the AR feature integrated into Blend4Web. To get started, you need to print out the marker first or just display it on your monitor or a tablet. Then simply launch our AR demo on a computer with a webcam attached or on a mobile device and point the camera to the marker.
Transform constraints can be used to limit the movement of an object or to put it on a certain trajectory thus greatly easing the work of an animator. Four constraints are supported including Copy Location, Copy Rotation, Copy Transforms and Track To.
The Set Camera Limits has been implemented to set camera movement restrictions on the fly. This node is especially useful when combined with Set Camera Move Style.
Clicking the cube will restrain the camera a bit.
A new environment lighting algorithm was implemented for Cycles materials. Materials containing Glossy BSDF and Diffuse BSDF nodes now automatically enable environment lighting, which takes into account the roughness parameter.
AA for Post-Processing and WebVR
The developer have reworked the mechanism of how the anti-aliasing rendering pass was integrated with post-processing passes. This resulted in much better quality and increased performance for scenes with post-process effects enabled, as well as for WebVR applications.
You can find the full breakdown with instructions here.