Showing posts from September, 2017

Render Wedges using the Blender Video Sequence Editor


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.


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Workflows : Blender Game Engine : 1


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…