Thursday, July 15, 2010

Building Blender 2.5: Success! ^_^

After successfully compiling Blender 2.5 on my Linux Mint OS, I decided to create a batch script to automate the update and build process:


#!/bin/bash

cd ~/blender-svn/blender/
svn up
python scons/scons.py -j 2



Thanks a lot to François Tarlier for suggesting to build on my own. ^_^

Wednesday, July 14, 2010

Flight





Modeling, Lighting, Animation, Compositing: Blender 2.5

Sound Editing: AudacityLink

Final Sequencing: Avidemux

Music from http://www.soundsnap.com

Blend file: http://depositfiles.com/files/cyfvcqy41

Tuesday, July 13, 2010

Blender 2.5 Recurrent Neural Network

Recently, my friend Goat Man released this animation with an interesting simulation of a neural network (a circuit of biological neurons, as commonly observed in human brain). Inspired by the LSTM model > http://www.idsia.ch/~juergen/blues/ and Feed-forward and Recurrent models > http://portal.acm.org/citation.cfm?id=1245465 and used PyPy in conjunction with this.

For more info about neural networks, you can check this link from Wikipedia > http://en.wikipedia.org/wiki/Neural_network.

Here's the animation:




And you can check the source code here too (wow!) > http://pastebin.com/HQUGNnSZ

Sunday, July 11, 2010

Struggle


"The strongest have their moments of fatigue." - Friedrich Nietzsche

Poor little fella, was trapped inside the china cabinet and eventually died...

Blender 2.5 Test: Smoke Explosion

My first published Blender 2.5 Smoke test.

Now that I look on it on a farther perspective, I wish I could have done some things a little bit more "proper". But due to rendering constraints, I guess I'll call this done for now and am very happy I have learnt many things about Blender 2.5's Smoke Sim.

The issues in this test right now are:
- particle jitters
- over occlusion
- raytraced shadow errors
- not so high smoke resolution (computing power?)
- lack of additional debris
- lack of mesh volume collision
- volume light absorption

P.S. Sorry for the darkening. Must have been the codec I used. :(