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Art 317 Robert Polivka

FINAL

Beach Side Terrarium

While messing around with different ideas to contain an environment. Rather than making it flow into nothing, I went the opposite. To have it flow into something, this being a case. I want the terrarium to relate to it's larger outside environment. So I gave it a location of a large windowsill of a beach house. The windows and sill are model after the ones in my apartment.

I was able to use all of my techniques I wanted to use for this render. I was not sure of a good way to incorporate volumetrics so I replaced that with compositing as it was not my my list already. Also If I were to add volumetrics it would have increased my render time by a large portion.

Wireframe
Solid
Material Preview
Render | No Composite

I did attempt to make a floating island with waterfalls off the side of them, but my computer was running into stability issues and the resolution I needed to run the simulation at would take much longer than if I were to do a beachfront.

Failed Water Simulation

05/06/2020

I would like to continue working in the iso-metric view art. I would like to experiment with an outside environment as doing interiors allows for nice clean cutoffs while outside would require a more organic way of handling it.

  • Organic Modeling
  • Hard Surface Modeling
  • Shaders
  • HDRI Lighting
  • Volumetrics
  • Physics
  • Possible animation, depends on the render engine.

05/03/2020 01:59

Today is a Red Letter Day

"Hey, about that cat.". Shorty after Freeman's insertion into a decimated Europe, a trial of a new teleporter was in testing for safer way for refuges to flee the alien overlords, the Combine. With the high Sci-Fi design to the crude construction make the teleport from Half-Life 2 memorable. With lot's of small details in the design and plenty of wire and cables made modeling time consuming as well as rewarding. No textures were used unless they were procedural.

Wireframe
Solid
Material Preview
Wireframe
Solid
Material Preview
Render Preview

The mesh was made by combining two checkered textures that when rotated make strips. These strips made a grid which was used to control the alpha of the material, creating a mesh or chain look.

Metal Mesh Texture

The brick wall was made using a brick with an array modifier, with two array's to create an offset. The main brick has a global displacement map to give a random geometry. The problem being that it array's the same brick over and over. They means that the array needs to be applied, and the object split by part. This resulted in 1,800 bricks, each with random geometry and texture color. The random color being made using the object info node and a color ramp.

Brick Wall Solid
Brick Wall Materiel Preview
Brick Wall Render Preview
Brick Material

04/29/2020 19:30

Class Follow Along

I did the follow along with Chris during class. A few changes over how he did it was:

  • Adding a table cloth
  • Mesh Brick + Random Color
  • No non-generated textures(generated noise)
  • Floor details are part of the floor mesh, not added on.
  • Rendered in Cycles and not Eevee
Mesh
Solid
Rendered
Wireframe
Solid
Render Preview

04/28/2020 23:59

Scare Floor F Monsters Incorporated

For this week's Monday/Wednesday challenge I went for a iconic room in a older animated movie.

Scare Floor F | Pixar/Disney Animation

All materials in this scene, except for three are fully solid. The three are, the blue metal walls, the hallway, and the screen.

Material Preview of the metal wall
Node setup of the metal wall
Material Preview of the hallway
Uses a Gradient texture to make the wall and floor material fade to black
See through Ceiling and Walls

With light portal's not working as intended, I needed a improvised solution. This was turning off the camera ray visibility. What is does it it makes it so that light ray's bouncing into the camera sensor do not render, but any light rays that bounce off of the object still interact with the scene. This allows for the the interior to be completely closed off will only allow light in or out where designed, like the windows. This also prevents the green and red accent from interacting with the inside of the scene.

04/21/20 22:51

Monday-Wednesday Challenge | Nice Environment with a dark secret

So for this one I wanted to do something a little silly but be open for interpretation. I kinda wanted to play off the idea of the giant in the distance memes, see below

Stolen from iFunny, stolen from someone else

I was able to use assets from when I did my Bob Ross project. I also created a few new ones, like the giant cat tree, the cabin, the figure and the lantern.

The render time on a GTX 1070 ti was around 8 hours and needed to be rendered multiple times because of small issues that's couldn't be seen in the viewport. The Total time of rendering to get to the final version is about 20 hours.

Oh, and there is a giant cat paw print in the mud.

Wireframe
Solid
Whole Scene
Base Render
AO Pass
Shadow Pass
Environment Pass
Emitter Pass
Denoise Normal Pass
Denoise Albedo Pass
Denoise Shadow Pass
Final Composite

04/20/20 01:15

Tension Sculpture

I don't know about everyone else, but I swear everywhere I look on the internet there is a tension sculpture somewhere. So I wanted to simulate a tension sculpture. Let's just say it was a pain to figure out.

Solid View
Cloth Simulation

To get this visual to work I had to make some assumptions.

  1. The top center string will never move
  2. The top back strings will always be in sync with the bottom center string because they are attached via a solid object.

This is was formed the bases for the design. No other parts are simulated because parenting does not play nice with rigid bodies. Objects will cling to them, but not restrict they're movement. Imagine that top piece falling off and rolling way, but the cloth just stretches.

Hierarchy

The way I got around this was I parented a empty to the bottom 3 vertices on the center string, so the empty(Empty_Bottom) follows the bottom of the string. Then parented the curve model(Circle) to the empty so it follows the empty's motion. Because it's a solid object, the distance and location is directly related. The top of thee back strings empties(Empty_Top.001 + Empty_Top.001) are children of Empty Bottom. Then the bottom of the cloth for the back strings gets pinned to the base and the setup is done. I then added in a noisy wind force and turbulence to show that it is not a static object. and that it is stimulated.

Whole Scene

I then added in some lights and some materials to make everything look nice.

04/18/20 21:43

Modeling Practice

I wanted to do some practice modeling off a reference image so I went with knife. I wanted to do a more complex knife so I went with a Karambit.

Low Poly Wire Frame
High Poly Wire Frame
Low Poly Solid
High Poly Solid
Low Poly Material
High Poly Material
Final Render

More Smoke 04/14/20 04:23

Person Fire Simulation

I wanted to mess around with more fire and smoke simulations so I did a quick bake and render in Cycles. I downloaded a animation from Mixamo and created a fire/smoke simulation.

Wireframe
Body Render
Fire & Smoke Render

Monday-WednesDay Wand 04/14/20 01:23

Video Tracking and VFX

I've been having a lot of issues getting a good motion track but I think this time I was able to get a really good solve. of 0.4px. In the video you can see there is plenty of drift, but for the short project I think it worked pretty good. I think if I where to do it again I would do the camera track. Then I would make the scene fully CGI more a more uniform look.

Motion Tracking

First I needed to do a motion track. I needed 8 good track points to do tracking solve. After that I was able to solve for 0.4 pixel drift, which okay.

Solid Camera View

I was then able to build the scene and add in some effects

Whole Scene Soild

The scene requires a few additional components that I over looked at the start, such as needing to have the bottom cover to prevent the side of the table mesh from showing.

Whole Scene Render

The making material looks very weird when it is not in sync with the camera. But this material allows me to make 3D mask for the 2D film which is composited into the background

Hand Rig

The hand rig uses a simple plane tracking to cover up my screw driver. That plane is also a particle emitter. There is also a none rendered plane that prevents the particles from going where the hand should be. Attached is also a vortex and force node to control the particles. The hand is masked out with a video texture that is based off camera view.

Composite Tree

04/13/20 16:30

Physics animation

I did a cloth softbody animation with particle emission and a Eevee glass like material.

Corona Atlas 04/09 18:26

Remix Culture

A common thing in digital art and media is purposing asset to make new art. I wanted to exercise this mussel again. I want to make further additions to did(Make it more about medical professionals) which I have been working with a little bit but have been having a hard time sculpting around it.

www.myminifactory.com

I got the Atlas model from MyMiniFactory.com. They have an amazing selection of scanned art pieces under their "Scan The World" section. These files are meant to be 3D printed, but because 3D files are universal I was able to make a few changes to it.

Corona Arms.

The arms where just slapped on because the topology of a 3D scan is very... Messy

Solid View
Material Preview
Render Preview

The lighting that I used was a HDRI from HDRI Haven, and is one of the best HDRI's. It's called Shanghai Bund.

Corona Material

I grabbed a random "Organic" texture from google and used it for my color, roughness, and bump control.

Marble Material

I grabbed a marble material, added some bump for the darker spots and made it a little more universally glossy.

Composite (Left Before/Right After)

I used the AO pass to darken some of the bright highlights because they were a little over powering and caused some discoloration.

Fire 04/06 - 04/08

Monday-Wednesday Challenge

Did the Monday-Wednesday challenge. I did both a render in Cycles and in Eevee.

Making an Icon 04/05 15:20

I watched a video about making icons in Blender. It didn't want to follow along with the Chrome one so I did the logo for Origin.. The original icon can be seen below, along with the icon I made

Original
Mine

Audio Visual 04/04 21:32

I spent some time this weekend working attempting to replicate the Monster Cat audio visualizer. I found out a few thing about it through my research.

  1. The Monster Cat visualizer is not 0-20000hz, it's around 50-10000/12500hz.
  2. MP3 compression is insane and is shown well in the visualizer as everything blends together.
  3. Moving particles is a pain with a generated F-Curve
  4. It is a Logarithmic display, not linear.
What I'm trying to recreate

I tried about 3 different addons/scripts to generate a visualizer as well as trying to make one by hand. Spoiler, Don't make it by hand it takes a really long time. The 2 scripts I used were from 2.5 and 2.6, so they were only compatible in version 2.79. The addon I found was either made or promoted by Ducky3D which works with 2.82. I found that they all work roughly the same but some offer better options than others like frequency range and so on.

Getting the particles to move with the bass is a pain. I can't get the strength high enough to where they move more, without completely destroying the particle physics. I tried using drivers to sale it up but all it does it move it along the y axis and not scale on the y axis.

SCULPTING 04/02 19:01

Rather than attempting to sculpt something rigid I went for something more organic. I picked a Ceph from Crysis 2 as they are very organic and jelly like. I feel as though this sculpt made it much easier to understand how it works as well as it's advantages and disadvantages.

Flat Shading Sculpt
Smooth Shading Sculpt
Rendered Sculpt

Corona Time 03/14 - 03/29

Spring Break and Corona Break

I didn't work in Blender much as I didn't really have motivation to do anything really. But I was able to find a couple of new things that I think are interesting. I also made the obligatory Corona Virus 3D model that everyone jumped on. I was able to learn a new technique which allows you modify a mesh based on different orientation parameters, which is nice.

Menu on the top of the 3D View

To get the random "arms" of the virus I selected random faces then extruded on the Normals, then scaled on the local if I recall correctly. The model is very low poly I just used Subsurface to make it look better than it does.

Low Poly Virus

I also added a surface normal based noise displacement to create randomness in the model.

Return to 3D Mandelbrot

So I found a new piece of software called FIJI.app. This program is used in research to construct 3D Models. One of the things it can do it take a black and white image sequence and make a voxel-based mesh out of that image sequence. It's like taking a MRI scan of the 3D object.

Mandelbrot layer

To get the 3D Mandelbrot's I used a piece of software called "Mandelbulb 3D" It works well and allows for a bunch of different Mandelbrot calculations. It can also export 3D obj's, if I export each layer as a image I get a higher resolution and it takes less time and is less prone to crashing.

Mandelbulb 3D
Mandelbrot in Blender

Because of the way FIJI.APP renders the 3D model from the image it leaves inside hollow. Which can also give some interesting results.

Inside the Mandelbrot

Because of the Voxel nature of the render it creates a step in model, which can't really be smoothed out because of how dense the model is.

Things I'm gonna mess around with will be using the Mandelbrot layers as a mask in compositing and adjusting the smooth shading options to make the stepped feel of the model ago away. Though it might cause some weird lighting.

03/07/2020 18:46

For another class we needed to make an art piece about our current climate emergency. What I wanted to do for mine was a short video that posed a hypothetical situation which would put our campus at risk those these issues. That being rising sea levels.

The animation required a model of nearby UW:M campus, this was borrowed from GIS, Google Maps, and Open Street Maps. I then found out points of elevation on campus so I would know how to high I would need to animate the rising water.

The Water Material is just a principled material that is glossy and refractive, with a noise bump map which location is changed via animation.

Here are a few frames from the animation

The Campus
2 feet of flooding
10 feet of flooding

02/24/2020 16:45

Random Colors

Wanted to add random colors to my pine trees. While they don't really change colors through the seasons, this method could be applied to tree that do.

50 trees w/ 100 Children
Random Color Node Tree

The random node selects a random value, this value is between one and zero. With one being the dark green and zero being the red color. Each instance or particle generates a new random number, and is assigned a new color.

02/23/2020 - 18:32

Lux Core REnderer

This weekend I started using Lux Core Renderer, witch is a free addon renderer for Blender. The main thing that Lux Core handles much better than Cycles is caustics. Caustics is how light interacts with the environment after it get refracted through a material like glass or water. In Cycles it does a good approximation of caustics but nowhere as good as in Lux Core.

There are ways to get light splitting as seen behind in Cycles, but it tends to be extremely noisy and does not give the desired effect.

1.5 IOR | No color dispersion

1.5 IOR | 0.007 color dispersion

1.5 IOR | 1 color dispersion

2 IOR | 1 color dispersion

1.5 IOR | 0.007 color dispersion | Ground Surface

1.5 IOR | No color dispersion | Ground Surface | Shaded Flat

1.5 IOR | No color dispersion | Ruby colored

1.5 IOR | No color dispersion | Shadow catcher

02/16/2020 - 14:23

The Final - I hope

After some tweaking and adding in a sunlight to add more contrast this is the final result

Cycles on Intel i7-8750H 3.8Ghz, 16 samples, 32 tile, Total Time: 50.16 minutes
Cycles on Intel i7-8750H 3.8Ghz, 16 samples, 64 tile, Total Time: 34.56 minutes

02/15/20 > 02/16/20 ~10:46

Preface

Whether you approve of Bob Ross's painting style or not, I woud say he had a massive impact on recreational painting. Just his words of anyone can paint and the positivity that "There are no mistakes just happy little accidents" I watch a video of Steve Lund where he followed along with Bob Ross tutorial to make a 3D render. I followed most of his steps but with a few minor changes. I also follow a different Bob Ross video. Both are linked below.

Assets

I was going to need a space to make assets for this scene. I didn't want to have to fight with the terrain to be able to see my models. So I opted for a separate blender file where I modeled my assets.

All Assets

The trees were the first thing I made. I followed Steve's methods of making trees, as mine of using Sap_Gen was too resource intensive even at low poly.

Trees

The trees are just shafts with some slight curvature. All the branches are made using a hair particle system with various branches I made. The length and density of the branches is controlled by vertex groups.

The Original Branch
Other bracnhes

I also made little ferns to go into the scene. They are a little hard to find because they are a little on the small side. I was also having a issue with them blending into the rest of the scene.

Ferns

I also needed to make some grass. I found a picture of some grass blades, separated each one into it's own objects then manipulated them to looks like a cluster of grass.

Each grass blade
Grass Cluster

For the rocks I just used an Ico-Sphere(Because I was feeling lazy about my rocks, don't tell Ross.) I used proportional edit to mold the shapes into rock like shapes.

Rocks

Materials

Materials for each of the objects was pretty straight forward. Though there are three materials I would like to highlight. Those being the mountain, the river, and the ground fog.

Mountain Material

The mountain materiel uses the geometry node. This has different factor settings. The one I used was sharpness. This sharpness data was converted into a mask that was used to differentiate the difference between the rock and snowy texture.

River Material

The river material is mostly just a glass shader set to 1.33 IOR, with a mask that chooses between either a reflective purple tint or a rough white tint. The mask makes the coastal water lines that are predominate in any Ross painting with water. The mask was using texture painting and smug to create a wispy flowing effect. The way the texture is UV-unwraped is weird because I was having an issue getting the texture to work correctly.

River Mask

The ground fog is made of a noise texture that controls the alpha of the base principle shader. This was applied as a particle system on the water plane to make it only appear at a certain height.

Noise Texture
Full Scene with fog particle enabled.

Scene Setup

The scene was mostly setup using minimum amount of surface planes that are low ploy to reduce render time. Each plane has multiple particle systems, each controlling a different asset connection. The range of each object is controlled by a vertex group. How grass doesn't go into the water and the rocks are only along the shore, etc.

By having them set up as particles the amount can we edited very easily. When performance takes a hit, disable a particle system from view.

Full Scene

Compositing

Base-No Composite
Composite - Glare, Lens Distort Only
Composite - Color Correction, Glare, Lens Distort.
Composite Node Tree

Cycles on Intel i7-8750H 3.8Ghz, 32 samples, 32 tile, Total Time: 10.73 hours

This scene had to be rendered on the CPU and not the GPU. The video driver for the video card would crash after about 60 seconds. The CPU did not run into this issue. While it GPU renders faster, I would prefer it to not crash the video driver and loose render progress.

02/12/2020 ~15:00

SCRIPTING

So I found this video that came out today, and it changed my way of thinking for coding. I know how to write in Python and I know Blender is written in Python, but the documentation on the API which drives it (.bpy) is very under documented. This video made a work around so that an API is not needed and you just leech off of how Blender works in the background.

Doing that I created a quick example to make sure I under stood the process correctly, which I did. I was then able to generate an array using a loop. As shown below.

On the left image at the bottom is the info page. This show exactly what Blender is doing it and how. If you look at line 6, a primitive cube is added. Using that I created a simple for loop with two counters. One to count the iterations(a) of the loop and one to increase the distance of each iteration(x).

I believe this is the way that popular addon By-GEN was created because it only uses properties that are based i Blender and make non-destructive generative shapes. Link to By-Gen Below. The video is from version 1 and all later versions have added many features and optimizations.

02/10/2020 19:30

Material Generation

Rather than making a texture in Photoshop which I have done before I wanted to make a interesting pattern/texture using nothing but the nodes in Blender. These can get really complex and could generate almost any material if the time is put into making these materials. These generate materials can also go for lots of $ if it is really well done and adaptive to a artist's needs.

This texture is generated using a series of overlaps that get filtered based on a checkered grid. Everything is worked out in the math so everything lines up really nice and individual values don't need to be changed which is nice to scale up the pattern to a high number. Below is showing how it works when the left most value is changed.

Input Value 5
Input Value 1
Input Value 2
Input Value 50
The Node Layout

02/08/20 - 02/10/202 01:03

FLIP Fluids

When looking at some demo shots for FLIP I wanted to make something that mirror what was shown, but make it my own. My inspiration comes from this video below.

To get something very similar I would need a much higher resolution bake, and a large area. The final settings I used were not ideal, but I couldn't see what needed to be done till around a hour into the bake, and I didn't want to start over.

FLIP also saves the Cache in a way that if Blender Crashed it can recover the data providing the .blend file was saved before the bake started.

Bake Data
Solid View
EEVEE Preview

EEVEE vs Cycles, I attempted to render this in EEVEE first for the ability to have a faster render time. Something I found out is that EEVEE was having a hard time working with the cached data and initializing the data to render. Because of the long initialization times it actually was causing each frame to render slower than it would in Cycles on average (EEVEE: 5.45m vs. Cycles: 2.87m).

The reason I think this is happening is there was not enough memory for EEVEE to correctly execute the render because it needed to keep the whole animated mesh cached, as well as render the image. Because EEVEE works off the CPU I think it was having memory allocation issues. This was confirmed by my RAM being maxed at 16GB with no backgrounds tasks like Chrome open.

Due to this I needed to switch to Cycles. Cycles allows for GPU compute which means the memory that gets used for the render computations is stored on VRAM and not system memory. This fixed my issue. Though with the traditionally long render times and needing to get other items done, I needed to switch to my desktop.

Cycles

MSI Platinum GTX 1070 Ti, 512 samples, 256 tile, ~2.87m per frame(~1.2m initialization + 1.43m render + 0.25 denoise) @ 150 frames ~7.1 hours

Changes:

  • Use a HDRI (I didn't for a faster render time)
  • Have volumetric fog be added in post
  • Chromatic aberration, lens distort and glare
  • Higher resolution fluid simulation (more than high-default 300)

02/08/2020 11:32

FLIP FLUIDS

I wanted to do another fluid simulation of a wave crashing into a shore. I knew how I needed to go about doing it. So I watch a video about different ways of making it happen. Linked below

Cycles vs Eevee. One of the thing I 100% hate about Eevee is that translucent materials get butchered. While it looks fine for larger water renders because you're not really looking into the water, but for a side and shallow view it doesn't do it any justice. Though for the sake of time it's fine.

Cycles

GTX 1080 Max-Q 1.7Ghz, 64 samples, 512 tile, ~1.6m per frame + 15s denoise composite @ 250 Frames. Total est. ~6.6 hours

Eevee

Eevee on Intel i7-8750H 3.8Ghz, 128 samples, 64 tile, ~8.9s per frame @ 250 Frames. Total est. ~0.61 hours

Bake Data

02/08/2020 01:22

FLIP Fluids

I did an ocean simulation. I tried this before but I wasn't seeing any of the foam/white caps so I left it. Turn out they only show up during the render. Baked a simulation, took a total of 2.3 GB of storage and 22 minutes to bake. That does not include the rendering process which took another 20 minutes in Eevee (Cycles(64 samples + denoise) ~ 1:45m per frame on GTX 1080 Max-Q 1.7Ghz @ 250 frames. ~ 7.29 hours, 4:17 per frame on i7-8750H 3.8Ghz @ 250 frames ~17.84 hours )

Bake Data
Mat Preview
Mesh + Full Screen

02/07/2020 21:46

FLIP Fluids

I recently got my hands on the FLIP fluids addon which is the same fluid simulation software that is very popular in Houdini. This software is like nothing I have seen before and the performance and look is very much better than what is built in Blender in my opinion(And I think anyone who uses this addon would agree)

One of the things I like about FLIP is that it breaks down it operation time, gives an estimated time. And not matter how hard it is working Windows doesn't think that Blender has crashed, which means less headaches for me.

Bake Data

The Fluid simulation for "Soft Serve" did not turn out as well as I expected. I went to do another simulation with a higher viscosity and it started to take almost double the time. I will need to find some spare time to do a higher viscosity simulation to make it look better.

02/05/2020 18:30

During class I wanted to try to make a spiral stair case using modifiers.

Spiral Staircase Modifier Stack

This lead me to make this modifier stack. The first one arrays a staircase step, then the second modifier has it follow the path of a curve, which I made a circle. This lead to my spiral staircase.

Stairs without Curve Modifier

When gone into edit mode, it disable certain modifiers, in this case the curve modifier. Do you can see the shape of the array without being applied to a curve.

This lead me to start creating the image on the right. I thought a good place for a spiral staircase would be a library/study area. So I made a quick room design, made book shelves, and added some lights. Though it still felt empty.

3D Camera Viewport

I added a few more details to try to round it out a bit more (I didn't get to making books). The final render is located below.

Render @ 64 samples | Denoising@ r = 4px

Though something felt off about this render. One of the things that is most important to making a render look realistic is making sure scale is correct. Our brains are hard wired to understand scale and shape of certain objects, because that is how we understand it. And when thing are out of scale, the brain gets confused about it. In the image to the right there is a problem. Can you guess what the problem is.

Incorrect Scale

Can you guess what the problem is? The problem is that the book cases are way to large in comparison to the rest of the scene. It makes the scene look fake and make everything else in the scene look small or out of scale in comparison. Below is a corrected size, but not rendered.

Corrected Scale

02/03/2020 18:30

This is the render that came out from the model practice that Chris has us work on in class. This combines Ray Traced rendering, Compositing, Volumetrics, and Shadow catching.

This is the non-composited render of the image. The only volumetric that is here is the light fog on the ground as the haze gets added in composting. Adding a drop shadow for render with a HDRI is easy, though it can only be done in the Cycles ray tracing engine(which takes longer).

All that needs to be done is in the objects properties it needs to be set as a shadow catcher under "Visibility". This makes a transparent plane, where shadows are the only part that renders. It also allows for pass through. The HDRI I used had very harsh-direct lighting which is why the shadow is so sharp underneath the model.

Compositing Node Tree

The compositing is very straight forward. I connect the mist(depth) data to a color ramp, and combined it with the original image to create the haze/mist effect. This takes less time to render and can look nicer than a scene with full volumetrics.

Material

The fog along the ground needed to be rendered in the image and the material is above. It's a noise generator linked to a color ramp. This allows for some different strengths of the fog. It took a long time to get the setting right, because the volume either got too dense or wasn't dense enough. As well as getting the spacing in the noise correct.

01-29/2020 - 02/03/2020

I needed to make a 3D model of this weird finger thing. I don't really know how to describe it.

While this model could have been sculpted very easily I went down the model route because I felt that I would have more control over the model and the mesh. To allow it to have a nice smooth organic feel I used proportional editing which allows the manipulation of vertices in an area with a certain falloff, like a brush. Porpotoinal edit can be accessed with 'o' and the settings are located at the top middle of the 3D view port.

All the iterations of the model to show progress over time
Another view of the progress
Names of each of the steps that were applied.

Vertex smoothing helps with smoothing out any vertices that may be sticking our at sharp angles. This is helpful for some areas, but others it hinders where there needs to be sharp corners, like by the start of the nail bed.

Print laying down the first few layers. Printed on a "raft"

I also 3D printed the model on my Ender 3-Pro. The main reason I did this was to get a better idea of how the object was forming and if the details were correct. This 3D print let me see that I needed to increase the height of the skin ridge between the finger and the nail bed.

02/01/2020 16:26

I wanted to recreate this image on the left from a old bench-marking program from the early 2000's

Full scene

I needed to create the geometry. I them made the partial loops, making different ones by scaling and rotating them. When not in edit mode, they didn't rotate or scale around the object's origin. So I changed the reference for scaling and rotation to be the 3D cursor by pressing ' . ' > ' 3D Cursor '

Ring Material

I then set up my material, I used the legacy Glass BSDF to get transmission and to tweak the IOR. I also included a texture that is just matrix text that controls the IOR of the glass.

To get this image on the left I would need to render out my object and create a mask for it. I rendered my rings as a white emission texture, with no background, alpha only. This created my mask I will use for masking in post process. Note that it's a slight grey because the color management was set to "Filmic" which is good for high-quality renders, but when color matters it messes it up.

Mask

I was then able to render out the full image with background and all.

Unedited Render

Then with compositing using the mask I was able to generate the final image on the left by cutting out the parts of the render that are not the ring objects. I could have rendered it without the background but it would remove the light, and cause it to render pure black. Thus why it needs to be done in post process.

Composite Node Setup

In hindsight I think using the Glass BDSF caused it to feel very blurry in comparison to the original. This was also render in Cycles. This can also because I'm attempting to make a physically accurate version of a rastered, stylized image from the Max-FX engine.

01/29/2020 19:30

"Fractal" tissue generated surface render. Material has fake subsurface scatter because of the raster engine.

Solid from Camera. The Cross in the center is an empty, this stores the data for where the camera focus is at. The settings for the camera are based in the camera settings under focal length.

Camera Settings

Solid from side. The plane doesn't extend all the way to the edge of the world. The global volume blocks the view from reaching that far. The focal length also blurs the edge into the black.

World Settings

Render from side shows where the colors are and how it interacts with the normal map on the plane.

Water Material

The material is 0% rough because water is very reflective. Even at 0% roughness it's still not glossy enough. A easy work around is make the material 100% Metallic, though this is not physically accurate. The correct way is to increase the transmission of light to increase the glossiness.

As a side note, Materials or either Metallic or not. There are not materials that are in the middle. So the metallic slide so be at either 0 or 1. This feature is there to give the artist more control over the look, but when studying materials this is something that never happens.

01/29/2020 16:25

Mirror Modifier
Mirror Modifier Wire Frame

01/27/2020 19:30

This was made during class on 01/27/2020. It uses basics shapes, combined with a texture from textures.com. The texture has some nice points that I wanted to use and moved the UV to where it needed to be.

Wire Frame
Material View
Mix n' Match UV Map

01/24/2020 - 22:56

Using the new "Face Builder" addon for Blender I took a random picture of Chris and converted into a rough approximation of his face. I then used projection mapping to really tie it all together to texture Chris's face onto the model.

The reason for using Chris is because I attempted to model a face off a more stylized character. The addon did NOT like it. The result is below.

Face Builder "stylized"

This experimentation came from hoping to save time on a model. My modeling experience is not in character modeling, and I would like to improve that this semester. My current attempt can be seen here. I've enjoyed working on hands in the past, and I feel like these are turning out alright. The hardest part is staying in quads and not falling into quads and tri's.

No Subsurface Hand
Hand's are not scaled correctly

Overall in my Blender modeling experience this is the 8th time I have attempted to make characters. It'll be a process and I think I will follow along with a tutorial because at the end of the day I'd rather make a chair or something.

01/22/2020 - 19:23

Zoom-in of the stained glass
Material Node Tree

Earlier today I saw a 60 second tutorial on how to make stained glass in the Cycles/Eevee render engine. I tried my best to recreate it from memory and added a nice change. What I added was a value node on the far left of the node tree which controls the scaling of the glass effect.

Larger Node Tree
  • Value: Controls the scale value of the Voronoi Texture
  • Voronoi Texture Top: Generates the tiles
  • Voronoi Texture Bottom: Generates the edge fall off of each tile
  • 3DMark_LockScreen.png: This is the image texture that is being converted to tiles using the position vector data from the top Voronoi
  • ColorRamp: Controls the fall off of the edge fall off of each tile
  • Mix: Mixes the convert image with the color black, The mix control is the edge fall off. This will make black borders at the edges of the tiles
  • Glass BSDF: Run the output of the mix into a Glass Shader, this will cause the flat image to take on the properties of Glass BSDF.
  • Output: The final output of the material node tree
  1. What is your name/major? My Name is Robert and I'm a digital fabrication and design major(DFD).
  2. What do you consider ‘fun’ work? I enjoy working with my co-workers and getting to manage a team of three.
  3. What do you consider ‘fun’ play? In my spare time I enjoy 3D modeling, Rendering, 3D printing. My other hobbies include Sim Racing, playing video games like Civilization and Half-Life. And binge watching any TV show that is not the Office.
  4. If you were to start to make ‘something’ from scratch how would you do ‘it’ and what would it be? I enjoy modeling and rendering singles rooms in Blender/Cycles, I would like to scale that up to an entire building. I don't think I have a computer(yet) that would be able to handle that workload. But I'm close ;)
  5. What is making you happy this week? At work we got a new bin for cardboard for the new recycling policy on campus. Which means we don't need to take our cardboard down two sets of stairs to recycle it. That's because the new bin is on wheels and we can keep it in our office.
  6. What are your expectations of yourself in this course? I would like to continue to expand my knowledge of the software that is being used. I haven't worked with 3D in VR much and I wonder how that workflow will translate to Blender. Tri's vs Quad's.