hypertransitory.com

Art, Writing, & Other stuff by John Garrett

Archive for the ‘Blender’ Category

BLENDER – 3D Printing my Model Strike Two

Posted by JG On February - 12 - 2010

This isn’t necessarily specific to Blender, but I mention it because it’s the program I’m using to create my models.

In a previous article, I wrote about trying to have my sword model 3D printed at Shapeways.com. Long story short they would not do so because the model in question was a weapon and it was against Dutch law to reproduce a weapon.

Read the rest of this entry »

3D printing your Blender model with Shapeways

Posted by JG On January - 21 - 2010

I was checking the news on Blendernation a couple of weeks ago and I found a little blurb on getting your models “3D Printed” at a site called Shapeways. They are a company based in the Netherlands that can create your model in many different materials, some even with color.

From the site: “We want to be a fun, inspiring place where you make your own 3D designs come to life using 3D printing.”

Read the rest of this entry »

Render Filters in Blender 3D

Posted by JG On January - 14 - 2010
Render Filters in Blender 3D
I was watching some of the videos on the Creature Factory DVD I bought from the Blender e-store.
The DVD is essentially a a walkthrough of how creator Andreas Goralczyk made a short video form start to finish all in Blender. I’ll do a more thorough review of it later, but I just wanted to post on one of the little golden nuggets of info I picked up while watching.
Andreas mentions that he does not use the default render filter in Blender, which is set to “Gauss”. I didn’t even realize there were different filters until I heard him say that.
I had just posted my sword project recently, so since I had it ready at hand, I decided to do a couple of tests. To get to the filter, you go to the Scene tab (press F10). The filters pulldown menu is circled in red:
In the video, Andreas mentions using the “Mitch” or “Catrom” filters. First I rendered the sword using the default Gauss (as I have been doing for years now):
Previously this has always been ok, if not excellent, to my eyes. Next I switched the filter to Mitch:
As you can see, it’s much sharper and crisp. I really liked this one, but still I decided to do a Catrom:
And this one is even more crisp than the Mitch filter. I have now changed my default filter to Catrom (by saving my default setting from the File menu). Sure there may be occasions where you will need a softer render, but you can always switch it back at that point.
Anyway, I’d recommend playing around with it and seeing how it affects your renders.

I was watching some of the videos on the Creature Factory DVD (UPDATE: I guess you can’t buy this DVD anymore? It’s unfortunate because it contained a lot of good info) I bought from the Blender e-shop.

The DVD is essentially a a walkthrough of how creator Andreas Goralczyk made a short video from start to finish all in Blender. I’ll do a more thorough review of it later, but I just wanted to post on one of the little golden nuggets of info I picked up while watching.

Read the rest of this entry »

Installing the Yafaray renderer on the Mac

Posted by JG On January - 10 - 2010
Installing the Yafaray renderer on the Mac
Normally, when using Blender I always use the internal Blender rendering engine, since it’s so easy and convenient. You don’t have to change anything.
Once in a while, I would use the old Yafray renderer that was included with the program. In that case it was as easy as selecting Yafray from a pulldown menu in the Scene tab.
Unfortunately, Yafray was not being developed any longer and the powers-that-be at Blender decided to drop the renderer from the program, I think at version 2.46 or so.
The latest stable version as of this writing is Blender 2.49b, so there hasn’t been an included alternative renderer for awhile.
So, mostly out of curiosity, I decided to install the successor to the Yafray renderer, which is Yafaray (http://www.yafaray.org/). It turned out to be a bit of an ordeal, so I decided to write this up in case anyone else had the same issues as me.
First things first, you need to download the Mac OS X renderer from this page (http://www.yafaray.org/download). Now, if you read the documentation notes (http://www.yafaray.org/documentation/install#osx011), you will see a list of instructions.
I wanted to out what version of Python my machine was running, since they stress that it needs to be version 2.5.1. I have an Intel Mac Mini with Leopard 10.5.8, and I wasn’t sure if it would already have the correct version.
After checking out this page from Apple (http://www.python.org/download/mac/), it seems all you have to do is open up the Terminal (Applications>Utilities>Terminal) and type “python” in at the prompt. You’ll then get the Python version info spit out for you.
So that’s the first bit done, I had the correct version of Python. The Yafaray instructions also insist that you use a specially compiled version of Blender that uses Python 2.5.1. They say you can find such a version called “custom” at this link (http://www/blender.org/downloads), unfortunately, that link no longer works.
Instead, I checked here (http://www.blender.org/download/get-blender/) and scrolled down to the Mac OS X section. There you should see version 2.49b that says it comes complied with Python 2.5. This was the version I already had anyway, and since I didn’t see any other version that said “custom”, I just decided to work with what I had on my machine.
So at that point I decided to move on. To begin with, they want you to remove old versions of the renderer. I thought I would make sure there was nothing else lurking on my machine that could screw this up. You’ll need to check this folder:
/usr/local/share/yafaray/blender/
You can’t get to this folder through the Finder, as it’s hidden to prevent the average joe from messing around in there. Instead, you’ll need to use the “Go” menu available in the menu bar of the Finder. Scroll down and select “Go to Folder…”, then paste the above path into the resulting window.
In my case I didn’t see anything in there so I left it alone. I also checked the “/usr/local/lib” and “/usr/local/bin” folders as recommended.
Now I located the Yafaray file I downloaded. After unzipping it I ran the installer package. Now here is where I discovered a problem later. I chose to install the “Exporter->Blender” method, which locates Blender on your machine, and then installs into Blender’s own internal scripts folder.
Unfortunately for me, when I completed the install and fired up Blender, I did not have the Yafaray Export 0.1.1 option in the Render Menu. So I backed up and installed again. Still nothing.
It actually took me a day to figure out that Yafaray was actually installing into the Blender 2.5 Alpha that I had on my machine. That folder was simply named “Blender”, while my 2.49b folder was named “blender-2.49b-OSX-10.5-py2.5-intel”. I changed the 2.5 folder to “Blender 2.5″, then renamed my long named folder to “Blender”. At this point I ran the installer again without even removing any old versions.
Sure enough, when I opened up Blender 2.49b, I got the Yafaray Export 0.1.1 option in the Render Menu. Kick ass. Now that was simple.
Anyway, once I got it installed a I played around with it a bit. It’s nowhere near as simple as the old Yafray was. I remember I always had to bring down the power/intensity of my lights because Yafray really intensified everything. Yafaray does this, too, but it’s not as simple as just choosing a renderer.
Once you choose the Yafaray Export 0.1.1 option in the Render Menu, you’ll get a script window with the Yafaray option in it. It’s probably best to split the window here so you can still see your 3D view. Anyway, you have to essentially “match-up” your lights and objects in Blender with corresponding values in the Yafaray engine.
When I just hit “render, I got a really dark render, as if there were no lights. That’s because I hadn’t matched up my lights yet in Yafaray. The user guide does do a good job of explaining things, so make sure you grab it here (http://www.yafaray.org/documentation/userguide).
As it stands now, I’m really not seeing any obviously superior quality in the renders, but I’m sure that’s mostly because I don’t know all the ins and outs of the renderer just yet.
I have to admit, it’s a bit annoying that these alternative renderers can’t be more integrated into Blender like the Yafray one was, but I suspect that when you’re doing all this work for free, maybe they just don;t have the time and resources to get this done.
Also, with 2.49b as the last stable version, and the 2.5 Alpha already out, and sporting significant changes, it’s probably difficult to hit a moving target like that. Hopefully they’re just waiting until the 2.5 build stabilizes to really work that renderer in there.
Still, even with the minor hiccups I had along the way, this was a relatively smooth install compared to others. I’m looking at you LuxRender (http://www.luxrender.net/).

Normally, when using Blender I always use the internal Blender rendering engine, since it’s so easy and convenient. You don’t have to change anything.

Once in a while, I would use the old Yafray renderer that was included with the program. In that case it was as easy as selecting Yafray from a pulldown menu in the Scene tab.

Read the rest of this entry »

A 3D sword modeled in Blender

Posted by JG On January - 9 - 2010
I’ve working on a fantasy novel for some time now. I’m about a quarter of the way through with it and I thought I’d take a break from the writing and work on modeling the sword that belongs to one of my characters, Shaine Sharra.
This was a project that I thought I would get finished in one weekend, and as of this writing I’ve been working on it for about 2 weeks now. It’s still not finished to my satisfaction so I’ll most likely keep working on it and post further revisions later
Here’s the final version so far. I’m not completely happy with it as of yet. I’m still having issues with getting the metal to look the way that I want plus my environment maps for reflections are not working out right. MOre research is needed in that area, no doubt.
This one I rendered using all kinds of lights as seen in this screenshot.
I was really trying to punch it up and get as much color as possible right in the render. I used Blender’s internal renderer for this one. I might set up the Yafaray renderer later and see if that gives me anything more.
Anyway, I ended up bringing it into Photoshop to punch up the runes on the side of the sword and add the glow and the smoke. I adjusted the color of the top blade and the gold bar with the circles through it separately.
Those parts were all separate pieces so I could render them one at a time and then use the render to grab a selection without a lot of hassle. You can see the separate parts in the below screenshot.
Now these next two were earlier versions I rendered with just a very flat 3-point light setup just to get all the detail to show. You can see I decided to change the color of the runes and the gold bar.
The next two shots I just wanted to get some different angles on the piece to see how everything was looking.
Finally, I decided to try Blender’s Depth of Field capabilities to really focus on a specific part of the sword and just see how it looked. I didn’t really adjust the lighting on these, but I was more concerned with how the lens depth of field was going to work. I used a tutorial from here (http://bencrowder.net/blog/2009/06/tutorial-depth-of-field-in-blender/) to get it working.
Anyway that’s all for now, but check back for a more in-depth tutorial on how the sword was made. Check here for a sword-breaker that I modeled in Blender last year.
Final sword modeled in Blender and post-worked in Photoshop

Final sword modeled in Blender and post-worked in Photoshop

I’ve working on a fantasy novel for some time now. I’m about a quarter of the way through with it and I thought I’d take a break from the writing and work on modeling the sword that belongs to one of my characters, Shaine Sharra.

Read the rest of this entry »

About Me

There is something about me..

Photos

flickrRSS probably needs to be setup