3D tutorials, tips and techniques, inspiration and community.
Showing posts with label Blender. Show all posts
Showing posts with label Blender. Show all posts

Friday, January 27, 2012

Subway Station - new render

Here's the latest render of my subway station. It's getting really close to completion now. Some of the textures need a bit of tweaking, and I'll add a bit of post-processing work in the end. I hit the Escape key by accident, which stopped the render. I wish Cycles would have a Pause/Resume button, so you could stop a render, work on a different scene, and come back to resume the rendering process. One can wish...


Wednesday, January 11, 2012

New Year's Resolutions

Wow, time is flying and it's 2012! I can't believe it. I've had my blog for about a year now. I got near 20,000 visits during that time—a majority from the US, but a bunch from Europe and Asutralia. Thanks to everyone for coming by! In the next few weeks I hope to post some images about three projects I'm working on: a new book cover, this time with an ancient arrow theme; an updated—and hopefully final—image on the Rally Scene; and perhaps some new shots about this animated short I've been thinking about for years now. Also, I'm sure this year is going to be great for Blender. Additionally, perhaps I can learn a bit more about Maya, and some scripting with Python, my newest toy. Lotsa things to work on!

Sunday, December 11, 2011

Opening Multiple Copies of Blender on Mac OSX

Up until recently, I thought that there was no way to have several windows (or copies) of Blender open at the same time on Mac OSX. Actually, this rumor has been spread around both in the Blender forums and in the real world, to the point one would even doubt the validity of using Blender on a Mac—some people in the Win-Blender community can be so snide against the Mac sometimes... :D Not fair.

Anyway, I just discovered a very easy way to get around this apparent limitation. My solution does not involve having several copies of Blender, but rather using the Terminal to open multiple copies of the same Blender application. Yes, the Terminal, that little known utility that scares most Mac users out of their wits, or at least it used to have such an effect on me.

There are two things you need to know about the Terminal. First, you can navigate to any folder in your Mac from within a Terminal window. To do so, you open a new Terminal window, type cd (which stands for change directory,) and enter the name of the folder or file you want to have accessible. After that, just press Enter. The Terminal allows to autocomplete file and folder names by pressing Tab. To make sure you are where you're supposed to be, type ls (for list) and press Enter. That shows you the files in the folder you are viewing. You can type an entire path to a specific folder or file by separating the folder inside folders with a /. To backtrack, type cd .. (that's two dots) and press Enter. To go to the root user folder, type cd ~. These basic commands will allow you to start navigating your Mac from the Terminal.

The second things is that you can perform commands from the Terminal. You can open programs and files, edit them, save the changes. Actually, it can do this and more, but at least it is important to realize that you can open a program from the Terminal. In order to work on a file, you need to navigate to the folder where that file is contained—in the same way that, in order to open a file, you need to go to the folder and double-click on its icon.

Once you can do that, go ahead and start a new Terminal window. Navigate to your Blender application folder. Yes, what we see on the Finder as Blender is not a program, but a package: a special Mac folder that contains the program itself and other files used by the program, like the icons, scripts, and default file. Anyway, navigate inside your Blender package, all the way to the folder where the actual program resides. If you have Blender in the main Applications folder in your Mac, the path to it would be (assuming you start from your user folder):
cd ../../Applications/blender/blender.app/Contents/MacOS/
Then, once you're there, open Blender by typing

./blender

The terminal spews out a couple of unintelligible lines, which I choose to ignore:


ndof: 3Dx driver not found
found bundled python: /Applications/blender/blender.app/Contents/MacOS/2.60/python
[Lux 2011-Dec-11 13:37:01] Using pylux version 0.9 (dev)

In any case, the end result is that you get a new Blender window open, independent of the other(s), and it allows you to work with two files at the same time! Cool stuff. I would suggest saving this text somewhere, either as text or as a script, so that you don't have to enter it manually every time. If I work out a Python script for this, I'll make sure to share it.

Enjoy!

Friday, December 2, 2011

I Started Selling Models on Turbosquid!

So the title says it all. I decided to dust off some of my old models, get them all cleaned up, do some renders for the thumbnails, and start selling them on Turbosquid. So far I only uploaded one file, an old sports car I modeled for this Mac racing game, Redline. Because I am using the word "Porsche" for my model (it's a Boxster,) Turbosquid decided to put my submission up for review. Once it passes that review, the model is made available for purchase. Fingers crossed!

One of the things I like the best about Turbosquid so far is that they seem very well organized. Model sellers have a dashboard where they see all the models they have updated, their status, and the sales. It seems that once you start selling, your own status as a seller changes as well, and you get colored diamonds, Makes it seem like a game :).

Here is one of the renders I submitted for a thumbnail. The model itself is low-rez, with somewhere between 4K and 5K polygons, which is optimal for that game in question.






Wednesday, November 23, 2011

Subway Scene 7 - in Cycles

I decided to try and finish Subway Scene. I still don't know exactly what it'll turn into, but I decided to begin texturing it. I also did a few noisy renders with Cycles, just to test things out. More to come.

Notice the amount of noise. 400 samples wasn't enough to begin getting rid of it.

Wednesday, November 16, 2011

Rally Car Scene

Here is a screenshot of the very early stages of a rally scene I'm working on. More to come.

Working on the car rigging.

Friday, November 11, 2011

Real Time Bump Texture Painting in Blender

Originally, I was going to create my first videotutorial on making-real time bump maps via texture painting on GLSL view mode, but there is this Blender Cookie video already, by David Ward. So, anyway, it's a great technique, very useful to add detail intuitively where there's not enough geometry, as a way to keep the poly count down. It's also a great alternative to using a Multiresolution modifier, although I like to combine it with some basic sculpting. I really recommend it. I've been using it on this model I've been working on for Tube. Here is the link to the tutorial. Thank you David!

Never Say Final - Coke and Cookies

On my last post, I used a forbidden word in production circles: final. Over the years, I've learned to avoid using it. It's meaningless. Nothing is final—except death, that is. I used it again, and again it exacted its revenge on me. It was supposed to be the final render—really-really final, or double-final, or final-final, or final-2. I've used them all over the years :)

After I had posted that render, the next morning I woke up and I noticed an incredible spike on this blog visitors' count. On a good day, I get somewhere between 50 and 150 visitors. At 8AM yesterday it was at 400 already. I checked the source of the traffic, and I discovered it was coming from BlenderNation, a Blender News web site. Apparently, this BlenderNation admin, Bart, liked my Coke and Cookies render, and put it up on their site. On top of that, blender.org, who usually mirror BlenderNation's news and posts, linked to that post as well. This incredible, two-pronged combination did the trick, I ended the day hitting the 2500 mark. I'm not complaining, I love the attention, and I like talking to people about Blender and Cycles and anything else 3D. Everything 3D.

Another interesting thing about what happened with my being featured in another site is that, all of a sudden, my artwork had become. It got away from me, and it started having an independent life all of its own. It got out into the world, and that was that. It's a funny feeling, but also a good feeling, and a wake-up call concerning the obsessive pursue of perfection. You want your work to be perfect, but in order to achieve it, you keep tweaking and futzing and fidgeting with things, but it does not necessarily get any better. It's just that you get all caught up in the creative process. Or maybe you're just an addict :) Sometimes it is better to leave the freshness of the first impulse as is and not worry about the imperfections. Some examples related to this idea come to mind: the Aeneid is not a finished poem, someone refused to burn it as Virgil demanded on his deathbed. One more: Paul Valéry's Le cimitière marin was published before he could 'finish it.' His over-eager publisher friend took it away from him and decided it was good enough. The hutzpah!

Anyway, for all these reasons, I wanna send a big thanks to BlenderNation, blender.org, and all the visitors to my blog. THANKS!

Oh, and here is the really-final render! I could not resist changing a few things around ;) If you liked the former version better, you know where to go :) Just click on final.

Also, I've decided to release the coke model as open-source file. It seems like there are many others trying to create soda bottles, so perhaps it can be helpful. Send me an email and I'll send you the file, minus the textures.


Render at about 3000 samples, with some
post-processing work done in Photoshop.

Wednesday, November 9, 2011

Coke and Cookies - Final Render

Here's the final render of my Coke and Cookies scene. I'm going to leave it like it is now. I added some water on the table and a washcloth. Cycles finally decided to stop crashing, and I was able to do a proper render this time. Three hours for 1500 samples. I sharpened it a bit in Photoshop—I don't quite like Blender's Sharpen filter.

Background image used under Creative Commons license
from http://www.smartibl.com/sibl/archive.html
PS: I woke up this morning, and I noticed an unusually high level of traffic on my blog. Then, I slowly realized that both Blender Nation and blender.org are mentioning my work on their sites today! Thank you guys! It doesn't happen every day... LOL

Tuesday, November 8, 2011

Random Thoughts #1

I've been helping out at the Tube project for a few weeks now. So far, it's been a great experience. Working right next to Bassam Kurdali has been great. He's a very patient and generous person. Plus he works non-stop, and he seems to know just everything about Blender! I can't believe how inspirational it is,and how much I feel like I'm learning. Although I'm not contributing a whole lot (yet), the little I've done has already pushed my limits a bit. Just being there and hearing and talking about SVN stuff, or about Python's greatness, and about different ways to efficiently manage texture assets is just what the doctor ordered :)

Out of all that, I discovered a very neat technique for painting bump textures real time, so the guesswork is a bit reduced. It feels a bit like sculpting, except it's not. One of these days I'll post what I hope to be my first video tutorial on this subject. Let's see how it turns out.

Anyway, there are many more things I'd like to work now, like this Blender e-book for beginners organized in several lessons. Speaking of lessons, I've been teaching webinars on Cheetah3D lately, and that's been going really great too. I hope to be able to put some Blender webinars together as well. I need to start thinking about ideas for those. Anyway, off I go, I need to be working on my next scene, which will probably be a rally car scene, something fun and full of dust and grit and excitement.

Monday, November 7, 2011

Coke and Cookies - 2

Here is an update of the Coke and Cookies scene I've been working on. I think it's pretty much done now. Creating all the materials and setting up the scene has given me a greater understanding of how Cycles works. There's nothing like getting your hands dirty to learn something new!




Sunday, November 6, 2011

Coke and Cookies Scene in Cycles

Here are a coupe of renders of a scene I'm working on in Cycles. I call it Coke and Cookies. I think the reflective materials are the reason why I'm getting so many fireflies. Fireflies are those super shiny spots on the image that seem like they don't belong in there. Anyway, it's a work in progress, we'll see where it leads...



Monday, October 31, 2011

Dartboard Scene Part 3

Here is an update to the Dartboard Scene I've been working on. It's supposed to be the whole front and back cover for an upcoming book about epub. The image I show here is not a real Cycles render, but rather, three renders, composited in Photoshop. I don't think that Cycles can do motion (or vector) blur yet, so I added that in Photoshop—with the Motion Blur filter applied several times, offset and masked with a layer mask. Here is the result.

This is the (almost) final version, minus the copyright.

Sunday, October 30, 2011

Reusing Cycles Materials the Smart Way

Lately I've been working with Cycles quite a bit. I'm creating a new illustration for a book cover, and I decided I would do the render in Cycles. Tweaking the lights and the materials in Cycles is really fun, because you can see the results in pretty much real time, which takes away much of the guesswork associated with materials and final appearance.

One of the objects I'm modeling is supposed to be made of red plastic. Cycles comes with a quick and dirty, default “shiny plastic” shader—it's called Glossy. However, I feel that the Glossy material does not yield a very convincing plastic. I decided to try something niftier. I'm talking about a Mix Shader. A Mix Shader is a material that is the result of mixing the properties of two other materials.

In a Mix shader. you can specify which areas receive material A, and which areas receive material B through a grayscale image input, which you can customize on the Fac input in the material panel. Among other fun facts, Fac can be controlled by what's called a Fresnel. In 3D applications, fresnel defines the transparent versus reflective mix in a material. You notice the effect when looking at a small body of water from a shallow angle and the water becomes reflective instead of transparent. In Cycles, using the Fresnel to control the mix of two materials, where one of them is shiny, can produce, in my opinion, a very convincing plastic material.

The interesting bit of this is that you can create a material, itself a Mix Shader material, and plug it into slot A or B of another Mix Shader material. To do this, you need to go to the Node editor, group the nodes that make up that material, and group them. Cycles will save that group as another material option in the pull down menu that show up when creating new materials. Basically, you can save very complex material setups and reuse them by just selecting them from a menu! Sweet stuff! Here is an overview of this workflow.


First, we create a red plastic material. This is the setup used for the Red Plastic material, shown here both in the Material panel and in the Node editor. Every option in the Material panel gets reflected in the Node editor.
Note: at this time, some nodes (or options) can only be accessed from the Node editor at the moment.

Next, we create a node group, which we'll use later as part of another Mix shader.



Very quick render showing the red plastic material so far.
The next step would be to create a new Mix Shader material.
Then, we'd choose the Red Plastic node group we just created on the shader slot A.


Here's the rest of the setup. We use a simple, plain white Diffuse
shader on slot B. For the control texture, I'm going to use a striped
texture. I'll choose Generated for the mapping of this texture, and we're done!



Final render, at 100 samples. Red plastic stripes with white diffuse material.



Wednesday, October 26, 2011

Hello Mac mini

As I think I promised, I am giving an update on the dead MacBook saga. A new Mac mini (2011 version) arrived yesterday via UPS. I loaded it with 8Gb of RAM, an i5 processor (I did not have the patience to wait two weeks for an i7,) and an AMD GPU with 1/4Gb dedicated memory. It's not the fastest computer on the face of the Earth, that's for sure, but it's perhaps ten times faster than the one I had before. So far, it has performed flawlessly, out-rendering any renders I had from before.

The only thing I'm a bit afraid of is to have Cycles run on it. My last computer died from a Cycles indigestion, and I've been wondering whether there's anything wrong in Cycles' memory management that pushes things to an unhealthy extreme. One thing I noticed is that GPU rendering does not work with the GPU in the Mac mini. Too bad :( Another thing I noticed is that Cycles gets the Mac mini cranking big time. Although normally it is a pretty silent machine, as soon as I get Cycles going, it begins to spin, get warm and sputter. I don't think I dare leave it all alone during a render! Anyway, I'm sure I'll get used to it.

One more thing I wanted to talk about is the migration process from a Time Machine backup into a newer Mac. In my experience, it worked OK. However, there's this very annoying thing that happened. Instead of porting my original user from my older Mac and making that the root admin user, with all the settings intact and whatnot, the Migration Wizard created an entirely new user, luckily an admin too, and plonked everything in there. Like in the old times, I've had to move everything over manually. I refuse to have two admin users in one computer that will be used by just one person! I spoke to Apple, and the guy basically said "Sorry, that's as good as it gets." Suddenly, it does not feel like the 21st century anymore.

Thursday, October 20, 2011

Mac mini. Seriously?


I think that buying a Mac is hard. Especially when you don't wanna break the piggy bank by getting a full-fledged, loaded-up Mac Pro. Apple is still missing what I call a mid-range, power-user-wannabe Mac. This would be a decent-sized box with a little bit of room for expansion, and no monitor or keyboard included. I imagine it as something like two or three times the size of a Mac mini, and with just a few expansion slots. Nowadays, if you want to even dream that you might be able to expand your Mac, you either think really really big (Pro) or don't think at all (the rest of them all).

Given the configuration of the top line of the most recent Mac minis, I think they are not a bad deal. Perhaps they're even a great deal. I'm gonna try one and see. I have a feeling that I won't be disappointed. For one thing, it comes with a nice CPU (2.5 GHz dual-core Intel Core i5) and a dedicated GPU (AMD Radeon HD 6630M with 256MB of GDDR5 memory).

This guy at the Apple Store started eating my head (see if you can figure out what that means!) about dedicated vs. integrated GPUs. He then pointed out that Apple already has a mid-sized Mac with dedicated GPUs: the iMac. To me, it all sounds like a complicated marketing scam: an iMac looks to me just like another monitor in the house, and I've seen plenty of those at the dump lately. However it may be, two days ago I had no idea there was such a thing as a dedicated GPU, but now, here I am, blogging about it, pretending I'm an expert. To the point: a dedicated (or discrete) graphics card comes with its own memory, so it does not have to steal any RAM from the main memory.

Additionally, I like the idea of using a low-consumption machine, and the Mac mini seems to be precisely that. I hope that it won't get as hot as the last unfortunate render-engine fodder I was using before.

So what else is good about this Mac mini? Hmm... Oh yes, it'll be the second Mac I've ever bought. Actually, the first one, since my first one was a Power Computing machine. Remember those? Up until now I've survived on hand-me-downs. Here's a render to celebrate the occasion.


Wednesday, October 19, 2011

Goodbye MacBook

Today, while trying to render the final Dartboard scene using Blender's new render engine Cycles, my old computer died. Apparently, the logic board got too hot. I took it to the Apple store near me and they confirmed that the logic board was fried. I was lucky to have a recent backup, but even so, it's a bit of an annoyance. So, now I'm shopping for a new Mac. I've been really thinking that I'll get a Mac Mini. Why on earth did Apple call it Mac Mini? What a horrible name. Anything would have been better than Mac Mini—how about Mac Pancake? Anyway, I'll try to forget the male-challenging name and buy one. I can definitely not afford or justify a Mac Pro, which is what I really would like to have. On the other hand, I've been toying with the idea of building my own PC, but the idea of not using a Mac anymore is not a pleasant one. I'll keep everyone posted.

Monday, October 17, 2011

Dartboard Scene Part 2

Here is an update of the Dartboard Scene, this time rendered at full size (but not full resolution), and with Cycles. Cycles is the upcoming new render engine for Blender. It's a bit like Luxrender in that it is a physically-correct, unbiased render engine. Unbiased means that you can have the render go on for as long as you want. Although Cycles is still a bit of a work in progress, I think it's ready for production time, especially for still images.


Friday, October 14, 2011

Dartboard Scene Part I

Here is a render of a scene I'm working on in Blender. It's not complete yet, this is a preliminary render, done in Blender Internal. I'm not sure whether I'll do the final render with Cycles or with BI, but using some Freestyle module to stylize the look a bit. Realism is not my goal here. We'll see where it goes.


Monday, October 3, 2011

Internship at Bit Films for the Tube Project

Today I started an internship at Bit Films working for the Tube project, which is a short animated film created with open source tools like Blender. Bassam Kurdali, whom I met today, is the director of the Tube project. He was also the director for the first ever open movie—Elephants Dream. He is a bit of a celebrity among us blenderheads :)

I feel really excited about working on this project. Although right now it feels a bit overwhelming, I think it will be a great chance for me to learn a lot more about Blender, and about animation and movie-making. Also, it will be great real-world experience in the production of an animated short.

I think I am mostly going to be focusing on modeling and asset management. The project uses SVN (Subversion) for version tracking, but there seems to be some need for extra organization, which happens to be one of my strong points. I hope to be learning a lot about the different aspects of the program, from data management to modeling and animation. I am sure that working with a team of talented people will be very exciting.