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Arbaro - tree generation for povray. Modeling - How can I create a hollow sphere with regularly spaced holes? - Blender Stack Exchange. Instead of the shrinkwrap, there's an older but more precise tool to turn verts into a sphere. Put the 3D-Cursor where the center of your sphere whould beSelect all vertsHit Space, type 'to sphere' or press AltShiftS, select that tool and hit 1, Return to make it completely spherical.

Most subsurfed spheres aren't really precise, so this tool changes that. Here's my approach to this: Create a mesh that has faces where you want the holes to be (I). Parent a Cylinder to the Sphere and enable Duplifaces for the sphere (II)Scale the Cylinder to the desired widthSelect the sphere and hit CtrlShiftA to make the duplis real.Select all Duplis and Shift-Select the middle one, then hit CtrlJ to join them into one single meshMake a sphere to your liking. The advantage is that it works with irregular shapes too. (Bevelling like Mark did is much faster. Start with a level one icosphere Subdivide it twice Select one corner vert and use Select (or ShiftG) >> Select Similar >> Amount of Adjacent Faces.

Blender / Corona Renderer. Corona Standalone + Blender. Итак, это свершилось, я перешел на темную сторону Блендера. После нескольких месяцев работы в нем я совершенно не могу моделировать в Максе, настолько он удобен, логичен, гибок и интуитивен. Многие считают, что эта программа не представляет собой ничего серьезного, все картинки в поиске номинируются на гнум авард. Лично я работаю, и просто на 7 небе от этой маленькой, но такой мощной софтинки. Это после 4 лет напряженной работы в Максе. Здесь и мощный инструментарий для полигонального моделинга, и скульптинг, и даже текстурирование рисованием по фотографии как в Мари (но без требований к ресурсам) Например мой текущий ВИП в Блендере: Ducati biposto 1000 Теперь, собственно, ради чего набирался пост. Чем рендерить, вот в чем вопрос. Тут нет ничего, кроме застекленных дверей (стекло не прятал), за которыми еще балкон с узкими окнами. Не вижу ни одного повода не использовать в своей работе эту связку, даже с существующими ограничениями Стэнделон версии. 1. 2. 4. 5. 6. 7. 8. 9. 10.

Ссылки: Mitsuba - physically based renderer. Облачная платформа Lagoa для 3D-рендеринга. 14 апреля 2013 в 14:06 Рендеринг интерьера и освещения с помощью движка Lagoa В 2010 году канадский разработчик Тиаго Коста (Thiago Costa) выпустил первую версию движка для рендеринга Lagoa Multiphysics 1.0. Демонстрационное видео Lagoa Multiphysics 1.0 Технология оказалась настолько продвинутой, что компания Autodesk купила лицензию на использование плагина Lagoa Multiphysics в своей программе Softimage. Тиаго Коста не остановился на достигнутом. За прошедшее время он зарегистрировал коммерческую компанию, нанял команду разработчиков, разработал бэкенд для 3D-рендеринга, а неделю назад запустил облачный веб-сервис Lagoa.com.

Это система для удалённого 3D-рендеринга прямо «в браузере», где для обсчитывания сложнейших сцен вообще не задействуются ресурсы вашего компьютера. Даже на бесплатном аккаунте пользователи получают возможность совместного редактирования 3D-сцен в реальном времени. Презентация Lagoa.com и знакомство с базовыми функциями (видео) Tulpan_0006_b. Ray bounce experiment. Modo-style Theme. GLG – Giuseppe La Greca – 3D Modeler / CG Artist | MOYO. Onno van Braam - Tutorials » Depth of Field. This tutorial will describe how to use the Lens Blur filter in PhotoShop on your renders, using a ZDepth pass. A ZDepth pass is a black and white image which gives the depth in the z-direction (viewing vector, z component). I will describe in short how to make this pass and then what to do with it. First of all: you need an actual scene where you want to apply the Depth of Field on. In my case I chose my latest project, which was an artists impression of the center console of the Bugatti Veyron 16/4 (the car).

Select the Camera, and in the Modify panel go to the parameters and then to the environment ranges. My settings for this scene were 3000 and 4500 roughly. Go to the Material Editor, make a new Standard material, set the self-illumination to 100, click the diffuse slot... ...select Falloff... ...set the Type to Distance Blend... ...and the Near and Far ranges so they match your ranges in your Camera.

If everything is correct, you should have something like the following: What the hell? 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. Blender Lessons's Videos | 23 videos.

Lincoln 3D Scans | The Collection, Lincoln & Oliver Laric. Modeling with the Poke Tool • Technology Threads. Blender tutorials. CYCLES / Object Info Node. Библиотека | Quasi-Art | Создание сайтов. VFX / Advance Trail Effects with bTrace. Blender has a powerful UV Editor and 3D Painting built in tool sets that can be quite easily overlooked.

I feel like to write something about it. Keep in mind that I am fairly new to Blender way of doing UV and painting, basically learning and discovering thing along the way. I will add and refine this "study note". PS: While writing this, I want to write in the style for total beginner of 3D. I will describe every step in details, hopefully easy to follow. Quick summary in a list regarding Blender UV Editor and 3D Painting: UV Pelting is a breezeQuick Checker and Colored Grid to check the UV is handyLive Unwrap is brilliantProjection and Stencil 3D Painting Blender has UV stretch map viewerBlender 3D Painting is fast.THE MINUSThere is a slightly quirky workflow, but once you got over it, all good and smooth sailingBlender needs Swatches Panel for MaterialsBlender does not have 3D Paint Layering ala Mudbox (yet).

What is UV Editing? Learn from Simplicity of "Roadkill" UV Editor 0. 1. 2. 3. Creating a Topiary. As a follow up to the Topiary Exercise from last week, this is a short course explaining my process for creating a detailed rhinoceros topiary like the one below. My goal was to construct a topiary that A) looked appealing and B) accurately represented the structure of its real world counterpart.

Here’s how the course breaks down: Lesson 1: The IvyGen addon is an excellent tool for quickly generating vines and it plays a crucial role in this course. In the first lesson we’ll overview the addon and all of its settings.Lesson 2: Following the overview, we’ll apply what we’ve learned about IvyGen to generate the underlying branch network of our topiary structure according to a guide mesh.Lesson 3: Lastly we will use Blender’s particle hair tools to grow an outer shell of leaves.

This course is essentially my way of participating in the Topiary Exercise. CC Attribution. Ref. Blendgraph Font Repeater Node (Blender 2.69) Blender Addon List. Scripts-254_p. Ten dodatek dodaje do Blendera 2.5 trzy operacje na wierzchołkach siatki, przeniesione ze starego skryptu Geom Tools (używanego w Blenderze 2.5). Dlaczego akurat te? Bo zostały wytypowane na lokalnym forum Blendera, do którego zaglądam, jako najbardziej potrzebne.

Nie miałem na tyle czasu, aby przenieść do Blendera 2.5 całe Geom Tools. Jeżeli jednak brakuje Ci z niego jakiegoś polecenia, możesz potraktować Ten skrypt jako punkt wyjścia, przenosząc do nowego Blendera jego kolejne funkcje. Stąd możesz pobrać plik dodatkiem ("add-on") mesh_vertex_tools.py. Przed rozpoczęciem tego poradnika powinieneś zainstalować ten dodatek do swojego Blendera. Ten dodatek nosi nazwę Vertex Tools. Jeżeli chcesz mieć to polecenie zawsze dostępne, możesz jeszcze nacisnąć przycisk Save User Settings. In Edit Mode zaznacz krawędzie, które chcesz sfazować. Na koniec submenu Vertices zostały dodane trzy nowe polecenia (Fig. 2): DistributeAlignAlign and Distribute Omawiam je po kolei na rysunkach poniżej: External Paint Autorefresh - pointatstuffweb.

External Paint Autorefresh Addon that synchronizes Blender with GIMP and Photoshop for texture painting of 3d objects External Paint Autorefresh is free and open source under the MIT license Have you ever worked on a 3d model in Blender, and created a texture for it in GIMP or Photoshop? External Paint Autorefresh lets you texture paint in GIMP/Photoshop while the texture updates automatically in Blender, or switch to painting in Blender while the texture updates in your image editor. It also takes care of the UV layout and other similar layers in your image editor, ignoring them when saving and reloading the image. Below is a list of features, and the manual has more info. External Paint Autorefresh features: One-sided autorefresh modes. Texture Paint Plus.

Development on this addon has continued, based on input by Julio Iglesias Lopez, and it's now time to release version 1.19.New features - Many new speed hotkeys - Display of brush settings in the 3d-view - Expanding or contracting of face selection, while in texture paint mode - Reload all images in the file, with a single hotkey - Highlighting of UV selection in the 3d-view - Added options to snap and select mode menus - Mass appending of objectsFor the full list, including an overview of the hotkeys, take a look at the convenient tables in the documentation.Download You can find the add-on, along with the full documentation on this webpage.

Fiber Mesh Emulation. Hi All,I ran across this neat C4D freebie file and wondered how can we achieve that look in Blender? The C4D file is using a python script and a ray caster to bounce around inside the model creating a spline as a result.I setup a similar approach in Blender using the particle system inside the mesh. I have inverted the mesh normals and turned it into a collision object.

The particles do bounce around inside the mesh. Then I ran the bTrace AddOn to trace out the particle paths. As you can see, the particles don't really reach the extremities like the hands and fingers.Does anyone have any ideas on how to improve this technique? Addon: Pie Menu. Follow Path Array. More Like First Smoke Tutorial by Boyiri. Fake caustics in cycles | Tube – Epic Production Notes.

Well, as you might have guessed, caustics converge very slowly in cycles- meaning, if you want them to look good, you will need many samples to get rid of fireflies. Clearly this is why the ‘no caustics’ button is available in the renderer- a must if you’re using cycles for animation. But: shadows from e.g. a glass monkey look awfully dark without caustics. Witness here: So what to do? An ‘obvious’ trick is to use the incredible ‘light path’ node in the material node editor.

Mixing a transparent shader and a glass shader using the ‘Is Shadow Ray’ output means that only shadows will use the transparent shader, while the rest will use the glass shader. But, in the back of our minds, we all really regret missing those caustics. Pretty good looking. 3d:cycles:blender-cycles-noise-paper [wiki] Version Française: Cycles: Le grain de l'image et les caustiques If you already used Cycles, the photo-realistic render engine of Blender, you know that you have just to increase gradually the number of iterations for removing the noise.

Unfortunately, increase this number will increase also the time for the rendering. The goal of this article is to test the ability of Cycles to render the caustics. Caustics are these artifacts of light which actually require a lot of computing time if you want to see them without noise. The noise When you create static images, the rendering time problem is of secondary importance in most situations. In addition, with the partial renderering of the picture (border: SHIFT+B), that's easy to test a key area without have to wait the complete rendering of the image… You have just to launch the render of the whole image when that's ok for you. Here is the same image calculated with different numbers of iterations: The indirect light Caustics Enfuse Installation Plus. Сосуды с жидкостью - призрачные игры - Рендер Cycles - Страница 2 из 3 - Форум о Blender 3D.

За ради интереса зарядил пару брюликов в циклах дабы показать дисперсию и каустики (ИМХО все там путем и с тем и с другим)как отрендерятся - выложу. я не спорю, может быть в люксе есть какие-то ништяки, но мне непонятны они. расскажите по соотношению - скорость/качество где он выигрывает у тех же циклов? Я помню еще в 2.4 пробовал рендерить на нем сцену экстерьера. рендерилось сутки на 4-х главом ксеоне (в каждом проце было по 4 ядра - тогда только толькопервые квады пошли и ксеоны на них) и после суток рендера картинка была шумной, делал по урокам с оффсайта, после этого забил на него как на непригодный рендер, может я чего не догоняю? Ту сцену потом перерендерил в интернале за полчаса и зак проглотил ее на ура Добавлено спустя 52 минуты 43 секунды: Добавлено спустя 1 минуту 26 секунд:сцена предельно проста - брюлики, студия, HDRI на бекграунде, и светящаяся плоскость - присутствует и дисперсия и каустика, отрендерилось все за полчаса на GTX 770.