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Sheep it Render Farm. Ground and Foliage Shader & Texture Pack. CG Cookie has partnered with to bring you some of the best tile-able textures around. This pack includes 40 textures, ready to drop right into your project. Each texture includes all the necessary maps to create stunning surfaces ideal for outdoor elements like rocky ground, grass, sand, snow, ice, and more.

Included Texture Maps: Diffuse color, Gloss map, Height map, Normal map (including standard and inverted Y), and of course a Specular map. Custom Materials per Texture Each texture includes a fine-tuned material specific to that texture, which is ready to use. To use the material in your project, simply append/link the material into your scene and then assign it to your object. Advanced Shader Node Group for Customization Would you like to tweak the included materials or create your own?

Blender 101: The Modifier Encyclopedia. There’s too many settings and functions in Blender to remember what each one does. And Google searches often raise more questions than they answer! Introducing the Blender 101 series! The series where we focus on a specific area of blender and show you what each function does. First up… by Anderson Baptisa Ahh the ever growing modifier panel. Which is why I’ve spent the last month, trying out every single modifier and creating examples for each… So let’s tackle each one (starting from left to right).

The Modify group Mesh Cache What it does: Applies animations from external files to your objects. Why use it? To transfer a completely rigged character to another 3D application, bake an animation to disk and then play the results (like importing a realflow animation into Blender), or for re-using animations across other meshes like a stadium crowd for example. Watch a tutorial on this. UV Project Dynamically changes the UV coordinates to an object. Why use it? Watch a tutorial on this. UV Warp Array Bevel. Blendermada - Blender Material Database. 13 Ways to Reduce Your Render Times. Nobody likes waiting for hours whilst their render finishes, but most people do. Little do they know, they can cut these render times in half with a little bit of tweaking. By default, the big CPU sucking features are turned on default the blender devs want to ensure that you get the best looking renders.

However when you are still working on the scene and don’t need to see the final image yet, it makes sense to turn these off. Here’s a list of 13 ways to speed up your render times: [Read this post in Farsi] 1. If you didn’t know this already, ray tracing eats CPUs for breakfast. 2. You might call this common sense, but when you’ve been working on a scene for 5 months it’s easy to forget that you created a car tire at the start with 6 levels of subsurf. 3. Sure it’s pretty but is it really necessary? 4. Ambient occlusion is great for adding that extra touch of realism to your scene by faking indirect shadows. 5. One of the little known features in Blender is the Simplify option. 6. 7. 8. B°wide NodePack – for Blender | b°wide. Here is my hand picked selection of NodeGroups i’ve created over the past 2-3 years. There’s everything, from simple little Tools, Materials, UberShaders to Compositing.

Some are made quickly, on some i spent countless hours. With this first release i’ve put together some information about every NodeGroup. Not too much, but mainly what the NodeGroup is supposed to do. I think it’s important to get a quick start on them, cause really, some of them might seem confusing (even for me ;-) by just looking at it.

I’ve taken quite some time to re-check everything, set usable and good defaults and to make them as easy as possible. All of those NodeGroups are made by me, with the exception of the CondFresnel in the Metal-Kn. I always try to not let them break energy conservation – so they should be safe to use in any circumstances. My future plan is to pick some of them and explain in detail what they are doing. I honestly hope you enjoy them, learn from them, use them and show us the results here. HOME | Blenderpedia. » Procedural wood. The next entry in this series is a much improved version of my procedural wood. This is how the current version looks: The node setup as of version 1.6: And here is a link to the blend file for those interested in trying out this material: To get a better look at the possibilities of this new material, here is render of a model I made precisely to showcase this material: That’s all for now.

Update v1.1: I have made some adjustments to the material so finer grain looks more diffuse and less solid. Update v1.2: More adjustments for this material. Update v1.3: This update fixes some scaling problems that were affecting textures in recent versions of Blender. Update v1.4: This updates adds independent bump mapping for fine grain and new new parameters for gloss control. Update v1.6: This update introduces additional varnish effects. » Procedural rust. The first entry in this Surface Knowledge series will be the now fully procedural metal rust material.

This is how it looks: The node setup is a large and complex one, so I will post it here and answer any possible questions in the comments section: I will point out, though, that the topmost ColorRamp node is the one governing the amount of rust in the material, so play with it to set the rust to your content. Also depending on your scene and model you may want to adjust the scale value in the rust node group.

Here is a link to the blend file for those who want to try the material themselves (I will probably do further improvements to it in the future, hence the versioning in the name). You can use it freely, but if you mention me or this site, I’d be more than happy. Lastly, in order to showcase this new material and give an impression of the actual possibilities of the current version, I modelled this: That’s all for now. » Procedural orange skin. Just as I announced in my previous post, here is a new entry in the Surface Knowledge series available for download.

This is how the shared material looks like: Here is a look at the node setup: As you can see, subsurface scattering is nowhere to be seen in this node setup. The key here, besides the complex combination of several procedural textures, is substitution the glossy shader for the anisotropic shader to get the reflectivity, and then plug per shader bump mapping in the anisotropic only, instead of both the anisotropic and the diffuse shader.

Finally, here is the .blend file, freely available for anyone interested in using it on a project (and while you are at it, you can send me some nice render with your results ;)): This is the very same material used to render this scene: This is all for now. Update v1.2: Recent changes in the the way the bump node works had broken this material. » Procedural Stippled Finish. You might have noticed the stippled finish in the background wall I used for my last scene. Stippled finish paint was very popular back in the eighties, so I created this material to get an old fashioned feel that would fit the vintage hardware portrayed in the scene. For the creation of this material I relied solely on procedural textures, so I have decided to release it as part of my Surface Knowledge series of fully procedural materials.

Now you can use it to get this look in your scenes: As you can see in the screenshot below, the node setup is fairly simple compared to some of my other procedural materials: And here is the .blend file so you can freely use this material in you project: Tiling in this file is optimized for GPU rendering, so you might want to adjust tile sizes in the performance section if you are rendering on the CPU. That’s all for now. Home. River Side Details Category: Dossiers Published on Thursday, 06 March 2014 12:07 Good news ! My project "River Side" has been awarded on the great 3DTotal site. See the 3DTotal publication here. 3DTotal also asked me to write a making of for this project, you may discover it here. See all the images here Cyber Destiny - Repairing GrandMa Published on Thursday, 06 March 2014 11:57 Bored by doing archviz I decided to start a new series called "Cyber Destiny" including some bot characters which should be familiar for some of you.

As usual everything has been modeled with BlenderRendered using Blender to Octane integrated plugin with direct lighting diffuse modeThe first image was rendered in 3840x2400 in about 8 hours See all the images here Another good news ! My project "Cyber Destiny" has been awarded on the great 3DTotal site. See the 3DTotal publication here. Car was ... Published on Tuesday, 27 August 2013 10:30 See all the images here Painter loft Published on Saturday, 27 July 2013 10:51 Hi, Gallery - Painter loft. Chocofur! / Furniture. The Secrets of Realistic Texturing. In this tutorial you will discover: The fundamentals of texturingHow to use CrazyBump to generate texture mapsHow to make a realistic cobblestone material I realized that there aren’t too many tutorials out there that explain the different texture types. Diffuse, normal, specularity, displacement, occlusion. WHAT DO THEY MEAN!? Well in this tutorial I cover exactly that.

We’ll be creating our own versions of those texture types using a base image, then using those textures in Cycles to create a realistic cobblestone material. Finished Result This tutorial covers how to create the cobblestone street material. Download the Finished .blend Download the texture used in this tutorial Text Version Not a fan of videos? Most people are taught that in order to texture something all you need is an image. The light doesn’t interact with the bumps in the texture, nor the gloss. A better method is to generate a normal map, specular map, occlusion map and displacement map.

Adding a basic texture in Blender 1. BLENDER-MATERIALS.COM | materials, render engines and more. Blender: some useful default settings « blair willems. As this is now two years old, I have rewritten this article for Blender 2.69. When you first install Blender, it is generally set up pretty well with options enabled that allow new users to familiarise themselves with Blender quickly. Over time however, I have found a few small tweaks to make to the default set up, so that each time I start Blender, or create a new blend, everything is configured how I prefer it. This post will go through each one of these options, and explain what they do and why I opt to use them.

Some people will disagree with some of these, and you might have something you think I should add to this list (I have actually left off a couple I think might be useful only to a small number of people ) Getting Started First of all, open up Blender as you would to start a new project, don’t make these changes with a project open, or saving the default settings at the end will include your current project, and boot this every time you open Blender. User Preferences Interface Tab. Blend Swap.

Main Page. CG Cookie. Blender Tutorials Downloads Videos & Education – Blender Cookie. Virtual Aircraft: A book about programming. Sebastian König. "Fly" - Blender Modeling Timelapse. Blender Time. Blender Guru | Blender tutorials, tips, tricks and articles! Blender 3D Tutorials : CG Masters. Home | Arroway Textures (EN) Basic Sculpting in Blender 2.5. Blender Fundamentals: First drop of videos now available to the public. DVD training 7: Blend & Paint - Blender Store. Created by David Revoy, art director of Sintel and author of the Chaos and Evolutions training DVD. On this DVD training - with over 2 hours of videos - David Revoy explains step-by-step his 3D paint-over techniques.

De training starts with an introduction to Blender 2.5, to provide 2D artists with not much 3D experience a quick overview of the key features of Blender. It introduces the basics of the UI, modeling meshes and setting up light and rendering. This render is then taken to MyPaint and GIMP for further processing, importing and setting up several layers and showing how to efficiently add detail, texture and more dramatic lighting with manual paint-overs and layering techniques.

The main theme of this training is to end up with a big high-detail 6K picture of a science-fiction environment, with space ship, a city, plants and trees, and several characters. For this training, a basic knowledge of Gimp and digital painting is recommended. Available Options:Training: Home.