Fighting Compression in Blender German version Especially while working with selective color correction, you may quickly strech the heavily compressed material to it's limits. So, because of the low bit-depth and bitrates you will encounter annoying compression Blocks, primarily in the color components. Yet, Blender's compositor provides a little workaround to save the trouble: The Bilateral Blur Node. Though that name sounds quite complicated, the way it works is rather simple. It blurs the picture while trying to preserve important details. It is not that easy though, because Blender's internal computing in a linear, set-related color space will lead to the darker areas getting blurred much more than the rest of the picture and that's not what we want! Look, the traces of compression have vanished! Unfortunately this is also true for many details. Finally, we get a clean picture (Aside from the nasty web compression here ;) )
Planet Blender News messiahStudio Animation and Rendering Software Home | YafaRay Intro to Node Groups The node system in Blender is very powerful gives unrivaled flexibility when it comes to creating shaders and compositing effects. One of the node systems most powerful features, though, is it’s ability to group nodes together. By grouping nodes we can effectively create custom, reusable nodes. This works by grouping sets of nodes together and then exposing specific settings, inputs, and outputs from the nodes within the group. By using node groups you can create complete libraries of shaders and compositing effects which can be linked or appended into any scene you’re working on. Blur your Traces in Blender Gernan Version The last time I have explained how to hide compression artifacts using the Bilateral Blur. But there are many other situations which lead to nodes destroying your picture. Here for example: We see that a simple Hue Correct node may give us hell quite often! The Idea is to extract the change a node has applied to the image, do something with and then reapply it. This simple setup does exactly that: We subtract the original image from the output of our node and so get the difference. The artifacts have gone! That´s it for today.
3D Primer – page 1 | SGFX 3D Primer page 1 | page 2 | page 3 | page 4 | page 5 1.01 Why write the 3D primer? I have wanted to write this article for several years and for several reasons. Firstly, when I started modeling finding answers to my questions was extremely difficult. Generally speaking artists/modelers are happy to help out someone new. You do need practice but it helps to understand how to achieve something by having it explained to you or even better seeing it done. I have used a lot of reference from Wikipedia as I find it invaluable as a source of information. Littered throughout these webpages are incidental information paragraphs like this one. 1.02 How to use the 3D Primer As a new modeler it can be very daunting to ask even a simple question. This Primer and any accompanying videos are laid out so that you can: Get a feel for where Subdivision modeling came from and why we need it. Primer page 1 | page 2 | page 3 | page 4 | page 5
News If you haven't seen Tim's Vermeer yet, go see it! It's about using technology to make great art. It's about persistence and plowing through an insane project one day at a time. Things every photographer and 3D artist can relate to. My friend Bob Groothuis, maker of the famous Dutch Skies 360 collections, actually played a vital part in this movie and was at the movie shoot in the Vermeer museum. Bob's been very busy. He just published Vol.5 of his Dutch Skies collection, with ... wonderful new HDRI containing all the golden light and fluffy clouds the dutch painters - including Vermeer - were famous for. We had a little chat about techniques and how he has streamlined his approach, and the result is that Bob sponsored this month's free sIBL-set and wrote this sweet tutorial for us. I still recommend reading my HDRI Handbook 2.0 (and working through the tutorials in it), but if all you want is a quick online tutorial, then listen to the things Bob has to say. [ Guest Article] Output tab .
Setting Up A Render Farm What and Why? A render farm is simply a collection of networked computers that work together to render a sequence in less time. By dividing your sequence between multiple machines your total render time becomes a fraction of what it is on a single computer. Most production studios will fill huge rooms with server rack upon server rack, full of thousands of rendering computers (or render nodes as you’ll hear them called). A render farm can be a custom built cluster for a few thousand dollars or it can be a collection of arbitrary computers, a computer lab with networked stations, or you can invite all your friends over with their laptops. Blender makes it easy to take advantage of network rendering. I will be walking you through 3 stages. The second stage covers the networking process of connecting all the machines on a local network and controlling all render nodes from a master machine with VNC. Prefer to watch instead? Step 1: Building a Custom Farm Unit 1. 2. 1. 2. 3. 4. 5. 6. 7. 8.
3dzentrale Re-rendering GH House Hi, this time I invite you to create an exterior architectural visualization. The model that will be used is the GH House that you can download from the link here You will learn: - How to set the camera - How to set up outdoor lighting - How to arrange artificial lighting - How to provide the elements of nature - How to do post processing in Photoshop Category : Intermediate – Advanced Text version : Open a new file and change the rendering engine into Cycles Render Download 3ds file from Ronen website here Import 3ds file to Blender Set Units to Metric Tidy up parts that need trimming, as the pool area, the pole (the column house) and others. Create a plane, go to Edit Mode, on the Properties pane [N], check Length on the Mesh Display section The next step is scaling the whole object, but here we need a guide object to scale. Select all mesh objects except the plane object, then scale it until the chair dimension fit with plane object dimension. Focal Length is used for adjust the lens.
Development Fund Blender Foundation welcomes recurring donations to the Development Fund, which enables coders from the community to work for a set period of time on specific objectives. Projects or people selected for support are defined by the Blender Foundation’s project administrators. Selected projects are announced on this page, at the main developer mailing list, and on the code blog. At right we publish information about the monthly income we can spend. As alternative to recurring payments via PayPal, Gold Sponsors (or better) can donate annually via bank wire or PayPal. September 2011 Grant for Jeroen Bakker, to complete his 10k funding target for the OpenCL compositor project.Grant for Lukas Toenne, to complete his funding target for Particle Nodes. October 2011 – March 2012 Grant for Lukas Toenne, for further work on particles and node systems in Blender.Grant for Nicholas Bishop, for applying GSoC sculpt/paint branch and other modelling related todos. April 2012 – June 2012 July 2012 – Dec 2012