Planet Blender

v2-beta4 'Turning Pages'

... where Blenderheads live. Aggregate of blogs by Blenderheads
  • Update on NPR rendering for architecture with Freestyle
    Blender 3D Architect - 2010-01-20 23:13:13


    Before we start to work with photo real renderings generated by sophisticated softwares, the most used technique to show and represent architectural visualization projects was NPR, which is the acronym to Non-photorealistic rendering. The images were generated using techniques such as watercolor or airbrush. To use NPR style images in 3d softwares today we have [...] Related posts:
    1. NPR for architectural visualization with Blender 2.50 and FreeStyle The integration between Blender 3D and FreeStyle render, which is...
    2. NPR rendering for architecture without external renders This week I got an interesting request from a client...
    3. Indigo Renderer 2.2 for architectural rendering in Blender 3D It`s been almost a week so far that I`m using...
  • 2.5 tour #10
    Blender Labrat - 2010-01-20 20:45:00

    sorry i havn't been posting here for a while been very busy and nothing really big enough to write home about, anyway there has been many small things and i think this the first tour since alpha 0 was released so lots of cool new things, i may have missed some small things though :S

    anyway its covers
    - Colour wheel
    - keymaps
    - background images
    - custom properties
    - shell
    - multires
    - sculpt
    - audio
    - New playback
    - python Operators
    - new particle effects

    now thats a long list and this is my longest tour to date ~50 minutes long :S

    now to stop you from waiting anymore here its is :)
    http://mfoxdogg.com/2_5_tour_10.ogg

    Hope you all enjoy it and i'll see ya next time :)
  • graveyard panic trailer
    Vimeo / Blender 3D - 2010-01-20 18:09:12

    prochaine animation dans un cimetière....

    Cast: THB

    Tags: blender, 3D, animation, cimetiere and graveyard

  • Citizen Exclusive: Mechanic Part 4
    Blender Cookie - 2010-01-20 18:02:11

    Here is our fourth part to our first Citizen Exclusive lesson that will cover the creation of the below concept from Drew Wolf. In this tutorial you will see the entire modeling process demonstrated, everything from blocking-in to fine detail work. You will find many techniques throughout that you may apply to your own modeling to [...]

    http://blendercookie.com
  • iCrash
    Art + Logic - 2010-01-20 17:17:00

    I have a first generation iPhone. For a long time, whenever I put my iPhone on my dock, iTunes would launch and freeze. It was very frustrating. On a couple of occasions I searched for solutions, finding none that worked for me. Each update to iTunes I hoped would correct the problem.

    I had a workaround. If iTunes was already running, then it wouldn't crash when the iPhone was connected. It was not a desirable work around because I don't want iTunes running all the time. It was a drag having to remember to launch iTunes each time before connecting the iPhone.

    I'm running Vista, and I my periodic searches (when frustration would peak) I noticed that Mac users also had similar problems. A few months ago, playing with my settings, I discovered how to prevent it from crashing iTunes (and went on my happy way, neglecting to blog on it). The solution was simple, turn off "Automatically sync when this iPhone is connected". It's not an ideal solution, but it fits my workflow very well. I don't need to sync the phone every time I connect it, so as long as I remember to do it once in a while, I'm good. Since most of my important info is kept "in the cloud", syncing frequently is not a necessity.


  • Maya, Change path in the file node (hypershader)
    digital janitor - 2010-01-20 15:46:00

    Not a major thing, but it's one of those really helpful lines of code that I use now and then ( and it's one of the most common things people ask me for ).
    Every now and then you open up an old project and find out that the server path or project paths doesn't match anymore.

    1.) Write the "old" path in the OLD parameter, and the new path in the NEW parameter.
    2.) Then in your hypershader you select your file nodes and then run the script.


    import maya.cmds as cmds

    OLD = '/wrong/server/path'
    NEW = '/new/good/server/path'

    cSel = cmds.ls(selection=True)
    for item in cSel:
    a = c.getAttr(item + ".fileTextureName")
    b = a.replace(OLD, NEW)
    c.setAttr(item + ".fileTextureName", b, type="string")


    As I said, not really a big major script thing but helpful and a "good to have".
  • 10 Reasons Why Your Render Sucks
    Blender Guru - 2010-01-20 15:23:33

    Don’t get me wrong, I love 3d art,  I really do. But after spending 7 years scouring the internet for inspiration I’ve become a little bit cynical. Now when I look at 3d art, I only see it’s flaws.

    Are my renders perfect? Absolutely not. My portfolio is riddled with flaws. In fact almost every single piece of my artwork violates at least one of these ‘rules’. This article is to share what I’ve learnt as an artist and as an onlooker.

    Here’s my top ten pet peeves…

    1. There’s no point It doesn’t tell a story, it’s not advertising anything and it’s certainly not pretty. What exactly is the viewer getting from this? Nothing makes me close the window faster than a piece of art with no clear objective.

    2. You use pre-made content Stock models are great for studios who want to save time and money by purchasing a pre-made model. But it has absolutely no place in your portfolio. Personally I find no pride in showing someone a render that I haven’t created entirely by myself, but that’s just me. If you don’t know how to model it, why not learn?

    3. You’re copying something far more successful I love Wall-E as much as the next guy, but that doesn’t mean I try to mimic what a professional studio has slaved over for years on end. Why? Because unless it’s an uncanny comparison (which it won’t be) viewers will only spot its flaws.

    4. You didn’t plan it on paper first It’s easy to tell when an artist failed to put their idea on paper first: it’s a confusing mess. They started with an idea, skipped the planning stage and jumped straight to their 3d program. Most artists cannot model/texture/render in 3d at the same speed as their imagination. The best thing you can do is put it on paper as soon as the idea strikes you, that way you have a reference in 2 weeks time when you’re sitting at your computer and asking, “what was I making again?”.

    5. It’s cliche If I see another cave troll or big breasted warrior I’m going to puke. Be original and create something that everyone hasn’t already seen a thousand times.

    6. It’s a test render Hey cool, you just got your head around the new array modifier! Don’t post it on the net. Test renders are exactly that. Tests. They are a learning experience that should remain on your hard drive.

    7. It’s poorly lit Let me say this once and for all: Dark is not moody. If you want to create a moody atmosphere there are plenty of ways of doing it, but making your scene dimly lit is not one of them. Pick up a copy of Jeremy Birn’s Digital Lighting and Rendering to learn how to light your scene like a pro.

    8. You don’t realise it sucks No one likes receiving bad feedback on their artwork, especially after you’ve spent weeks creating it, but to tell the hundreds of posters that they “just don’t understand it” is like throwing salt on the wound. If you want to progress as an artist you need to be able to take critiques on-board and learn from your mistakes.

    9. It’s boring architecture Archiviz is great skill to have under your belt. There’s a lot of work available and it pays quite well, but that doesn’t mean it has to be boring and emotionless. Read my post on 20 Architectural renders that break the mold or watch Alex Roman’s amazing short The Third and the Seventh and you’ll pick up dozens of ways to make still architecture interesting.

    10. It’s overly post-processed There’s nothing wrong with fixing the colour levels or altering the contrast in Photoshop, but when you start adding filters and chromatic aberration to hide your own incompetencies there’s a problem.

    Well that’s me finished, what are your pet peaves?

  • Maelstrom a la vista !
    The Mercator Project - 2010-01-20 12:45:31

    Dos frames del trabajo en progreso de la toma del Maesltrom. Nuestros valientes exploradores se enfrentan con este monstruo de la naturaleza en las más extrañas aguas del Polo Sur (donde hasta donde yo sé, nunca se han visto torbellinos como este por cierto :P )

    Maelstrom shot

    Toma del Maelstrom

    El modelo del “Eleanore” es solo una version low poly que usamos para ajustar la animación y las simulaciones de las velas. Las olas y el torbellino fueron hechas con Displace modifiers.

  • Bouncing Ball ...
    Vimeo / Blender3D [Animation/Videos] - 2010-01-20 12:27:25

    Bouncing Ball ...

    My attempt at a bouncing ball.

    All content by Michael Hockey (www.arterialtree.com)

    Created in Blender (www.blender.org)

    Cast: Arterial Tree

  • wallking house
    Blender Art Gallery - 2010-01-20 10:33:51

    Render: Blender

    Author’s Comment: I’ll do it for banner challenge

  • Twitter: 2010-01-20
    Matt Ebb - 2010-01-20 10:01:00

  • No Gadgets for Haiti
    BlenderNation - 2010-01-20 06:40:55

    Not Blender news, but something I’d like to bring to your attention. I created a Haiti support site with three volunteers. Are you thinking of buying a nice gadget for yourself? Delay it just a little and instead, make a donation for Haiti now! Visit the website No Gadgets for Haiti and follow us on [...]
  • Sintel -Guardian Progress
    BlenderNation - 2010-01-20 04:30:48

    “It’s been an experience trying to get things together as quickly as possible. How I would ideally like to do it is treat each character completely individually, have fun with the topology, all the unwraps and textures, spend a lot more time dirtying all the clothing and so on. Basically get really involved on every [...]
  • Disney’s Ptex Released as FREE Open Source!
    BlenderNation - 2010-01-20 02:20:14

    Ptex was used on virtually every surface in the feature film Bolt, and is now the primary texture mapping method for all productions at Walt Disney Animation Studios. Official Announcement as posted on Monophyl.com. “We are happy to announce that the Disney Ptex library has been released as open source under the BSD license. The Ptex [...]
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