Media Technology News
Pablo Vazquez writes: Blender 2.8 news? Check. Experience on starting a new project or mastering Blender? Check. Cloud and Flamenco updates? Check! This podcast is all over the place, tune in for episode 54 of the Blender Animation Studio Podcast! Listen on SoundCloud: Or watch the 360 Live Stream!
Noiiz announces $99 Unlimited Samples/Presets subscription, cloud-connected plugin, new website features + competition to win a home studio worth $5k+
French Blender artist Raphaël Fabre has created quite a stir by getting an official French ID card with a computer generated image of himself - without anyone noticing! I guess he crossed the uncanny valley ;-) Gizmodo writes: With a stunt that will probably see France initiating changes to its National ID card program, an [...]
The post French Artist Creates Photo in Blender for ID Card appeared first on BlenderNation.
David Gayerie describes an improved method for normal baking, which takes additional model information into account. I created a Cycles node called Normal to Map to bake normals from material. When we bake normals using Cycles render engine, normal map and/or bump map are not taken into account. Pretty frustrating because we cannot bake a [...]
I can't get enough of Eevee demonstrations - here's an OpenGL render of a SciFi platform. davzeppelin writes: Hi anyone, i've been playing with Eevee in the last few days, and just finished a scifi platform/elevator animation. I had to use opengl render but the result is not bad at all... huge thanks to the [...]
Here's a nice bit bit of background reading on a popular technique for real-time 3D graphics: creating the suggestion of geometry by baking details into a normal map. Triple-A game assets such as characters, weapons, and environments rely heavily on normal mapping in order to look good. But what is normal mapping…and why is its [...]
The post Normal vs Displacement Mapping and Why Games Use Normals appeared first on BlenderNation.
You can now download test builds for Blender 2.79 from Blender.org and read the release logs to see the changes (these are still in progress). Be sure to report any bugs that you may find!
2.79 Test Builds are Available
appeared first on BlenderNation.
jayanam writes: In this video we can have a look at the new Blender Eevee rendering engine and how to use the Metallic Material Output for adding pbr textures to a model.
Aidy Burrows quickly explores all the options in the new Principled BSDF shader node that will be available in 2.79. Blender’s New Default All-Purpose PBR Shader! The best shader in Cycles? The sneakiest PBR shader in Cycles? The most principled shader in Cycles? Maybe all of the above? Darn tootin’! Will be available in Blender [...]
Martti from the Indie game studio 10tons writes about the design process of the Tesla Mech from their new title that's currently on Steam Greenlight: Tesla vs Lovecraft. The Tesla Mech is for the upcoming game Tesla vs Lovecraft, an intense top-down arena shooter for PC, PS4 and Xbox One where you play as Nikola [...]
Johnson Martin writes: In order to better understand the lighting system in the Cycles render engine, I've decided to dive into understanding how Cycles uses physically based units to accurately measure the intensity of emissive materials. On the surface, the values used by Cycles seem somewhat arbitrary. But digging deeper I've found that once again, [...]
Xraygunner writes: I just happened to be perusing my one of my favorite subjects in the news when I came across this article about an artist that happens to make infographics. This one is specifically about SpaceX... and yes, he uses, or at least used, Blender!
Pablo Vazquez writes: Daniel gives us a quick sneak peek on the new Grease Pencil in the upcoming Blender 2.8 The new Grease Pencil’s main focus is to create a more friendly interface for the 2D artist, while keeping the advantages of having a full 3D suite underneath. Grease Pencil is no longer just a [...]
JoshuaAutumn writes: In this tutorial, I’ll be showing you all 4 different metal displacements for Blender, without using any custom textures, meaning we’ll be creating displacement shaders all using just the nodes and no custom textures or other sources outside of Blender. These displacements can also be used for other materials like glass, drywall, etc. [...]