Friday, November 18, 2011

Journey







"Do not spoil what you have by desiring what you have not; remember that what you now have was once among the things you only hoped for." -Epicurus

Another test with Blender.  This time using the 'Cloud Generator' Addon by Nick Keeline (nrk).

Rendered with Blender Internal.

Music by Jonathan Geer.

Thursday, November 17, 2011

Dreams

 (click image to enlarge)

"Whether you think you can or think you can't - you are right." ~Henry Ford


Here's my latest test with Cycles.  This time to play around with compositing.  I just love how Cycles handle GI and light bounce so well.  The model was a product of a modeling sprint done by me and my friend Floren Bautista, and the closest subject was the wooden persona on top of my desk. :)

Only the wooden persona is CG, the background photo is from Romain Guy and is used here under a Creative Commons (CC BY-NC-SA 2.0) License.  You can find the original photo here http://www.flickr.com/photos/romainguy/6068294974/

Problems, challenges, and workarounds:

- Cycles viewport render doesn't match actual Cycles render (some objects appear pure black);
- so I had to manually save a screenshot of the viewport render, then use the actual render's alpha values to mask the viewport render output
- a little selection feathering and 1 pixel increase in GIMP, then delete unnecessary screenshot bg (to create a transparent bg)

Modeling, texturing, compositing, post-processing: Blender
Rendering: Cycles

And here's my node setup:

(click image to enlarge)

 (click image to enlarge)

Tuesday, November 15, 2011

Blender Mesh Dynamic LoD Test








This test has been sitting in my hard drive for quite a long time now, I feel it must be shared.  I had a discussion with my friend Brett Hartshorn regarding dynamic mesh LoDs (level of detail) and dynamic texture LoDs.  And I just thought, out of curiosity to build upon his idea and try to generate a similar scenario inside Blender's interface itself, harnessing Blender's flexible drivers system.

You can find more about LoD (level of detail) here in Wikipedia http://en.wikipedia.org/wiki/Level_of_detail

Another useful link (credits to Jude Jackson) from Pixar http://graphics.pixar.com/library/StochasticSimplification/

To those who are interested to tinker around with the setup, you can download the .blend file here http://dl.dropbox.com/u/9701519/blender_mesh_lod.zip