Posts

Render Wedges using the Blender Video Sequence Editor

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I have started looking into setting up a pipeline for creating render wedges using multi scene workflow and utilizing scene strips in the sequencer.


Master Scene

ShaderballTwo shader node groupsFresnel weighted diffuse, glossy mix bsdfFacing weighted diffuse, glossy mix bsdfIBL WorldSequencer with scene strips from wedge scenes (Look below)
Wedge Scene 1

Shaderball instance (Data only)Fresnel weighted diffuse, glossy mix bsdf node group linked to objectWorld from master scene

Wedge Scene 2

Shaderball instance (Data only)Facing weighted diffuse, glossy mix bsdf node group linked to objectWorld from master scene Rendering the Master scene will generate the final movies of the wedges, thanks to the video sequencer scene strips.



https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/shaders/mix.htmlhttps://docs.blender.org/manual/en/dev/render/cycles/nodes/types/input/layer_weight.html

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satishgoda at gmail dot com
satishgoda at live dot com

Workflows : Blender Game Engine : 1

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Lately I have been studying the Blender Game Engine a lot and I would like to share my workflow with you all.



Today I was trying to understand the Sphere collision shape in the Bullet engine (as implemented in Blender).

Parent: Bullet_Sphere (RigidBody, Radius 1, Sphere Collision Bounds)
Child: Render_Sphere

I observed that the Collision Margin has no meaning for Sphere (and Box, Triangle Mesh, Cylinder)


Create Groundplane, and three cameras. For the groundplane create a solidify modifier with an offset of 0. Grouping the various game entities will help in a seamless workflow.


I usually setup Logic Bricks on the Groundplane for saving screenshots of my game and also for switching cameras.


Since I have created a Group for the Bullet_Sphere and Render_Sphere, I can instantiate it in another Layer in the Viewport. When I created the Group (bullet_sphere), they are at the World origin.
In a separate layer, I instantiate the bullet_sphere object. The awesome thing is that, Blender G…

Grease Pencil Improvements in Blender 2.79

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Blender 2.79 Test Builds

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You can now test Blender 2.79 pre-release test builds.

http://download.blender.org/release/Blender2.79

And the release notes are available at the link below.

https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.79

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satishgoda at live dot com

Eevee testing #1

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The following video really got me going with Eevee.

First Test



Second Test


References
https://code.blender.org/2017/03/eevee-roadmaphttps://wiki.blender.org/index.php/Dev:2.8/Source/Viewport/Eeveehttps://developer.blender.org/diffusion/B/browse/blender2.8https://www.youtube.com/watch?v=SwZZSkaKsP8.end

satishgoda at live dot com

Rigid Bodies and Constraints Workflow in Blender

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About

This post will outline my overall workflow for creating a simple rigid body w/ constraints system using Blender.


Workflow

My recent experiment/study was the Hinge constraint in Blender 3D.
physics/rigid_body/constraints/types/hinge I studied the documentation and sketched out my understanding of the constraint on paper.


Initial Setup

Using the Tools->Physics panel of the 3D View Editor automatically adds the rigid body objects and constraints to the correct groups.


Groups

In the Outliner Editor, switch the mode to Groups. This enables one to quickly select the desired object for editing its properties. (also the selectability and visibility of RBD objects/constraints becomes easier)

Property Chart Add-on

Another indispensable tool is the Property Chart Add-on for quickly editing properties of selected and active objects in a spreadsheet like manner. (In Blender 2.67, I had actually contributed to the presets functionality for this Add-On)

 In the User Preferences Window, e…

Principled BRDF Shading comes to Blender

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I came across this link on Twitter today and it was a good refresher on what is going on in Blender shading circles. Principled BSDF definitely is going to make the process of creating believable appearances easier and more predictable.

Some references follow now.
blog.selfshadow/publications/s2012-shading-courseen/dev/render/cycles/nodes/types/shaders/principleddisneyanimation.com/technology/brdfdisney-principled-brdf-implementationreddit/r/blender/benchmarking_disney_principled_bsdfigorsklyar/development_description/26?locale=enbrdflab @ sourceforge
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satishgoda at live dot com
satishgoda at gmail dot com