Graphic PIZiadas

Graphic PIZiadas

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Categories Cycles

Bunny [ Wallpaper ]

We have spoken of the “Stanford 3D Scanning Repository” in another of the blog entries. The Stanford repository brings 3D models composed of surfaces (models of borders) use in the comparison of results of modern representation techniques. One of the favorite models can be downloaded in different resolutions (number of polygons) this is… (leer más)

Quick Smoke : Humo y fuego con Blender y Cycles

La generación de humo y fuego con Blender es cada vez más sencillo. Since version 2.72 se automatiza la generación de nodos para simular el material necesario para recrear este efecto con resultados muy realistas.

Para automatizar la creación de fuego y humo utilizaremos la función “Quick Smoke”. Seleccionaremos el objeto que debe convertirse en fuego, o generar el humo, y pulsaremos la barra espaciadora “Space” para obtener un conjunto de opciones. Escribiremos “Quick Smoke” total o parcialmente en la ventana desplegada, hasta seleccionar la función.

Bosque de neuronas Freestyle en Cycles desenfocado [ Blender ] [ Wallpaper ]

Vimos como la nueva versión de Blender nos sugería realizar una serie de pruebas para conocer las bondades del modo de renderizado no fotorealista (NPR) called Freestyle.

Version 2.72 incorpora la posibilidad de realizar un desenfoque de la imagen en el entorno de un punto dado.

Podemos realizar una nueva interpretación del Bosque de neuronas Freestyle incorporando esta nueva e interesante funcionalidad.

Anamorphic Bokeh en Cycles (efecto desenfoque) [ Blender ]

Una de las mejoras más interesantes que he encontrado en la nueva versión de Blender, 2.72, es la posibilidad de desenfocar los objetos que se encuentran fuera del plano principal de enfoque.
Este efecto se podía realizar anteriormente con el motor básico de Blender al alterar la profundidad de campo, con el efecto Blur añadido mediante un nodo de postproceso, y ahora se incorpora al motor Cycles que tan buenos resultados da en imágenes hiperrealistas.

Volume Shaders : Volume absorption [ Blender ][ Cycles ]

Cycles includes nodes that model the passage of light through the objects interacting with them. One of these models is called shader calculation “Volume absortion”, it is especially suitable for working with transparent objects (used in combination with the shader “Glass” inter alia) o simular humo y nubes.

Volume absorption [ Blender ][ Wallpaper ]

Incorporates Blender Cycles render volumetric imaging allowing increasingly realistic. Although the shader is in constant development, the degree of maturity that has largely simulates the behavior of light in different areas.
Next to simulate techniques such as participating media Scattering, the absorption of light along the volume of the scene allows us to play with its attenuation with distance from the emission source. A new node with which continue to experience in our classes.

Organic Sculpture [ image ][ Blender ]

A modeling exercise and composition done in Blender and rendered with the Cycles Engine.
The object has been created from a primitive ring with modified successive extrusions, to which you have applied a feature refinement by subdivision.

The resulting object has doubled several times to form the resulting composition.

Cycles : Shaders : Variables Glass [ Blender ]

Among the "shaders" that incorporates "Cycles" in Blender have one especially suited to simulate glass and crystals, and other transparent surfaces: “Glass”.

The crystal is a medium that allows the passage of light (translucent) modifying its trajectory. It also reflects the light creating high gloss specular effects.
This shader has two basic variables to define the properties of the material:

IDR : Index of refraction
Roughness: Roughness of the surface finish

Blender Demo Reel 2013

Since 2006 Blender has a significant presence in the SIGGRAPH Animation Festival.

From the pages of Blender.org edition we report SIGGRAPH 2013 and leave us this video memorial that allows, as usual, dream about the possibilities of this animation software.

Pumpkins of my students (XII) [ Blender ]

Reviewing the work of my students are algunosque not been published since for some reason had not fulfilled the initial objectives. In reviewing the series pumpkins “halloween pumpkins”, within the course of computer graphics and animation we are doing, I found this curiosity that has been mixed with the work of creating a fund to give reasons for the Christmas scene..