It allows the definition of the laser source, sheet orientation, thickness and intensity. I'm currently rendering an animation so that the effect can be better seen and I'll then post here the script and the .blend file.
I've been developing an OSL script to simulate a laser sheet illuminating the objects in a scene.
It allows the definition of the laser source, sheet orientation, thickness and intensity. I'm currently rendering an animation so that the effect can be better seen and I'll then post here the script and the .blend file.
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Yesterday I've applied for the Mastering Modelling in Blender workshop, organized by CGCookie.com.
Although I have been able to model whatever I need, it is always good to know from the specialists how to do things in the proper way, to save time and to improve your skills. Meanwhile, I've been also looking into Open Shading Language, which is a new tool in Blender that allows the creation of more flexible materials. Here is a .blend file with some of the materials I've found and one that I created myself. I'm preparing a second one, different from what I've seen, and I'll post it here as soon as it is finished. Meanwhile, I'll keep the tradition of making my own Christmas card, since I discovered Blender. This year, I'll do one with a 3D version of my family BD characters. You can find the original characters here. I've just modeled them in a simple way, and I don't plan to do any animations by now so I didn't even rig them, Just a still for the Cristmas card, which I "still" have to think about.
I've pre-ordered the Animation Toolkit from CG Coockie and last week they finally released it.
I'm still following the tutorials, reviewing basic animation concepts and Blender tools but I've already seen the explanation of the model they created which can be used to create multiple characters by changing different parameters, like body proportions, facial features, cloths, colors, etc... A really versatile model that will be helpful to finish one of my works in progress. Besides that, it creates a low poly and high poly version of the character, which are useful for animation and final rendering. Since it is now the chestnut season, I decided to create a chestnut cutter, to help anyone make the necessary cuts on the chestnuts before cooking them. The concept is very simple, yet it avoids the finger cutt and can be used by children, which makes it much safer than the traditional cut with a knife. So I leave you with the concept and two images. I'll probably improve them in a short time. In the last two weeks I've been preparing this website, about Cross-stich, and I've used Blender to show how some images could be transformed into Cross-stich. For the images to show the aspect of the Cross-stich, I've used node compositor with 3 images and 3 UV maps. 1. Image and UV map of the base textile, after creating a tileable texture. 2. Image and UV map of a line cross, with transparency where there is no cross. 3. Image and UV map of the drawing, with transparency where there is no image.
With the combination of these 3 images in the node editor, it is possible to create an image like this to show how the final result would be: In the last days I've been trying to create a material that would give a random color to each object with that material. Since Blender version 2.64 there is a material node of "Object Info" which has a random value for each object. The problem is that to define a color we need at least 3 values (RGB, HSV, etc...).
I was trying to do it with python scripting but without success. At first, the maximum I could do was a script to create a random color for every material with a name starting with "rnd" and it was quite simple, but it needs a different material for each object. import bpy, random a=bpy.data.materials for mat in a: if mat.name[0:3]=='rnd': node=mat.node_tree.nodes['Diffuse BSDF'] RGB=(random.random(),random.random(),random.random(),1) node.inputs['Color'].default_value=RGB But after thinking about it for a few hours, I finally came with a solution, by extracting 3 random values from the random value of the object. So if the random number is for example 0.123456, I take the value of 0.12 for R, 0.34 for G and 0.56 for B. I think it is ok as you can test with this example image. You can try it by yourself with the node group in this Blend file. |
AuthorRenato Sousa Blog up to October 2012Archives
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