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Smarter Scrape Brush

(Apologies for the crappy audio.)

A quick mini tutorial on a couple of sculpt brush settings I came up with. They work quite nicely for refining planes quickly when sculpting both hard and soft surfaces, and can be used to quickly refine sharp planes and to smooth transitions between surfaces.

SculptbrushPic1

I made two versions: one that works a scrape brush, and one that works as a fill brush. Both are pretty useful. You can download a blend containing the brushes, called Trim Scrape and Trim Fill from Blendswap . Alternatively if you just want to make them yourselves you can see the relevant settings highlighted below. The key to how the brush works is having a nice hard-edged falloff on the brushe’s curve, and making use of autosmooth. So far I’ve been messing about with them doing some dynamic topology sculpting and they work pretty nicely. Hope you find them useful!

SculptbrushPic2

Edit: My friend and occasional collaborator on Mountain of Minutes, Roberto Roch, did a couple of really neat speed-sculpts using this brush, which I thought I’d share here too.

 

 

You can find Roberto’s blog, featuring loads more awesome sculpting time-lapses and some great resources at ThisRoomThatIKeep.blogspot.co.uk.

Cycles Experiment: Pinhole Camera

obscura3

Not much to look at is it? But it was an interesting experiment. The idea was to push cycle’s physical realism to the absurd extreme of building a pinhole camera in blender. A pinhole camera has no lens or aperture, instead the light just passes through a small hole in the front of the camera, and forms an inverted image on the camera’s back wall (this is why the image above appears upside-down). The construction of a pinhole camera is very simple – it’s a box with a hole in one side, so I figured that because Blender now has a physically accurate ray-tracer in the form of Cycles, it was probably possible to build one that worked in blender. Here’s how mine looked:

PinhileCamSetup
The “real” camera – i.e. a Camera object for rendering, is situated inside the pinhole camera, facing the back wall. The scene needed to be lit extremely brightly, in order for enough light to find it’s way through the tiny hole in the camera, to illuminate the back wall. The two lamps have intensities of 100,000 of the key light and 20,000 for the fill light. The cycles preview outside the camera looked something like this:

Screen Shot 2013-03-04 at 10.40.27
As you can see from the final render, the results are very noisy. Even more so when you consider that the small, noisy image you see is the result of 100,000 samples. I set the number of bounces to bounces for rendering to 3 (i.e. one bounce direct lighting, one for a small amount of indirect lighting, plus one extra bounce because we are viewing everything on the diffuse surface of the inside of the camera). It was actually really quick to render, as it was only a small image, and a relatively simple one at that ignoring the rather strange setup. It took about an hour, the only post processing I did was to brighten the image a bit.

Whilst the final result isn’t that impressive, you can clearly make out suzanne and the cube and cone. You can also see that the image is slightly blurry. With pinhole cameras there is no depth of field; instead the focus of the whole image is determined by the size of the pinhole – the smaller the hole the sharper the image. Of course the smaller you make the pinhole, the less light gets in, and so the dimmer the image becomes. This also means that for our virtual pinhole camera we get more noise if we try to bump the image up to the same brightness, so there is a tradeoff between noise and sharpness that we have to take into account.

Anyway, it’s hardly a useful way to go about creating images, but it is an interesting experiment, and a great demonstration of what cycles can do.

You can download the blend file to have a go with it yourself from blendswap (CC-Zero).

Blender Master Class – One Week Sale!

Blender Master class will begin shipping next week, and for a week starting today you can get the book (Print or E-Book edition) for 40% off at Nostarch.com. Just use the coupon code WILLITBLEND at the checkout.

Screen Shot 2013-02-21 at 18.09.26

For more about the book, check out this post.

Blender Master Class on the Blender.org Store

You can now buy my book, Blender Master Class on the Blender.org E-Store, it’s roughly the same price as ordering anywhere else, and you’ll also be supporting the Blender Foundation.

Halftone Shader


SunsetHalftone

Just want the blend? Skip to the end.

This is something I made for work recently and have since been playing around with. It’s pretty fun, so I thought I’d share it with you. It started life as a node setup for rendering images or video as a halftone pattern, similar to how images in a newspaper look when viewed close up. It was an interesting challenge as it required mimicking the CMYK colours used in traditional printing. To do this the input image has to be converted to CMYK values, and then further manipulated to create the halftone pattern. Read the rest of this page »

Guest Post: Character Animation Challenge Tutorial

We’ve been busy updating the Gecko Animation site at work lately, and we decided to get rid of some older content on there. Whilst this tutorial by @Laxy doesn’t really fit on the Gecko site anymore, it’s still a cool resource, so I said I’d put it up here. It’s slightly older but the principles of animation don’t really change, so it should still be of intrest!

Read the rest of this page »

Blender Master Class: A Hands-On Guide to Modeling, Sculpting, Materials, and Rendering

Cover

If you’ve noticed I’ve been updating the site a bit less frequently of late, this (and busy times at Gecko Animation) is pretty much why. Along with the talented and patient folks at No Starch Press, I’ve been writing a book about creating art with Blender and GIMP. It covers everything from modeling to sculpting, through to textures, materials, lighting and rendering.

Allthree_small

The three main projects covered in the book.

The book takes you through three different projects: a gruesome bat monster, a robotic spider, and an overgrown temple deep in the jungle. But this isn’t just a simple step by step tutorial. Whilst you can use the book that way, I chose each of the projects to provide a unique set of challenges, and I use the projects to help explain how to use GIMP and Blender in your own projects. The book is filled with examples from my other works too, as well as detailed descriptions of blenders tools, and guides to getting the most out of Blender and GIMP with your own custom UIs, Brushes and Materials.

Modeling using concept art as reference.

Modeling using concept art as reference.

Fig608

Creating custom sculpt brushes.

Creating node setups for cycles materials.

Creating node setups for cycles materials.

Compositing final Renders

Compositing final Renders

Plus, the book comes with a DVD containing all of the project files and resources used in creating each of the projects, plus some extra goodies like brushes, mat-cap materials, textures, and sculpting alphas.

Here’s a more detailed breakdown of what’s covered in the book:

  • Introductions to Blender and GIMP for new users.
  • Working with reference images and concept art in Blender and GIMP.
  • Modeling, from blocking out basic forms, to creating complex meshes.
  • Sculpting both organic and hard-surface models.
  • Retopology to turn complex sculpts into simple models with good topology.
  • Creating hair and fur with Blender’s particle systems.
  • Baking textures (Ambient Occlusion, Displacement, Normals, Colours) from models.
  • Painting textures using both Blender and GIMP.
  • Creating materials for Blender Internal and Cycles renderers. Creating materials for BI with the Properties editor, and building up complex cycles shader with the Node editor.
  • Lighting, again with both Blender Internal and Cycles renderers.
  • Rendering and compositing the final scenes, adding post-processing effects with compositing nodes and adding final touch-ups in GIMP.

The book will be published in February/March. You can pre-order it now from Amazon, the Blender.org Store or from the No Starch Press website. If you order from No Starch, you get a free E-Book edition of the book when you purchase the print edition.

Blender Master Class on the Blender.org Store

Blender Master Class on the No Starch Press store

Blender Master Class on Amazon US

Blender Master Class on Amazon UK

It’s been a big project putting the book together, and I hope it’s resulted in something really useful. So if you’ve enjoyed the tutorials on this site I hope you’ll give it a look.

Blender Conference

I’m back from the blender conference, and I had a brilliant time. This time round Jonathan (@Laxy) and I gave a talk on some VFX work we did last year, on adding CGI makeup – in this case scars and bruises, to live action footage. You can watch the stream from the conference below.

You can find the other talks on the the blender foundation youtube channel. I particularly recommend Andrew Price’s talk on photorealism, and Hjalti’s talk on Animating the Iceland Express commercials he worked on.

Thanks to all the organisers, and to all those who came for making it a great conference. Thanks in particular to Ton, who spent saturday evening introducing us to a whole bunch of cool and talented people at the conference dinner. See you all next year!

Red Dwarf X

Over at GeckoAnimation, @laxy and I recently got to do some visual effects for the last episode in the latest series of Red Dwarf. We’re both fans of the show and really proud to have been able to contribute to it, and after the Premier last night I can safely say its as funny as ever. We were dead chuffed to see that some of our work had made it into the opening titles too, so now we get to see a bit of our stuff in every episode!

Anyway, the series starts tonight at 9pm on Dave, with Episode 6 (the one we worked on) going out sometime in November. Watch it!

New Blender Cookie Tutorial: Modelling an Ancient Greek Temple

I’ve got a couple of new tutorials up on Blender Cookie, on modelling and rendering an ancient Greek temple. You can find them here. You’ll need to be a CG cookie member to download these particular ones, but if you don’t fancy that you can check out some of my other tutorials up there that are available to all, or just check out some of the other fantastic tutorials on show there. Enjoy!

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