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Higher with Open Source Blender 3D suite

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dimanche 30 décembre 2007

Helios - Sunflow Distributed Rendering

Helios enables the distributed rendering of 3D models building on open source technologies that are all 100% pure Java. The rendering engine is Sunflow with the distributed computations managed by the JGrid service-oriented Grid system that uses the Jini technology as its base. This is what is written on the homepage of the project. Puzzled? This simply means that using this piece of software, you will be able to enslave numerous computers from your own private network into an efficient Render Farm.

Read "Helios - Sunflow Distributed Rendering"

vendredi 28 décembre 2007

Setting a prey-predator relationship using Boids particles

en Using boids, it is easy to set animations with some prey/predator-like behaviour to some extend. In these cases, using Spherical Fieds emitters with negative Strength (repulsive, predators) or positive Strength (attractive, preys) will be quite easy and effective. Moreover, using the Die on Hit option (in the Extras panel) would prove useful also, when a predator successfully reaches a particle.

This tutorial is designed for Blender 2.50 and supplements Blender 2.50's release Logs about Boids particles systems. You need a SVN version of Blender to use it! Special thanks go to Janne Karhu for all the cool tips he provided me, both for the documentation and this tutorial.

Usage of Boids for a prey-predator simulation

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dimanche 9 décembre 2007

Compiler Blender sur une Kubuntu 7.10

fr Ce didacticiel réunit des informations de base sur la compilation par vous-même de Blender à partir des sources SVN (ex-CVS).

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Compiling Blender for Kubuntu 7.10

en This tutorial gathers basic information about compiling yourself Blender from the SVN (ex-CVS) sources.

Read "Compiling Blender for Kubuntu 7.10"

dimanche 2 décembre 2007

Sunflow icons for your desktops

As I felt the need for some nice Sunflow icons, I just ripped these ones from the official logo.
desktop-example

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dimanche 30 septembre 2007

Compiling Blender: ffmpeg now is buildable with Scons!

en Peter Schlaile added scons support for the ffmpeg libraries bundled with Blender. This means that you no longer have to build the external lib ffmpeg using Make and then use Scons to build Blender, as previously pointed in the tutorial Compiling Blender for Kubuntu 6.06 LTS.

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Compilation de Blender: désormais possible de compiler ffmpeg avec Scons!

fr Peter Schlaile a ajouté pour Scons le support des librairies ffmpeg livrées avec Blender. Cela signifie que vous n'avez plus besoin de compiler la librairie externe ffmpeg en utilisant Make puis d'utiliser Scons pour compiler Blender, ainsi que précédemment indiqué dans le didacticiel Compiler Blender sur une Kubuntu 6.06 LTS.

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lundi 10 septembre 2007

Tangent Space Normal Maps for Blender

en Normal maps have become very popular these last few years, shown as a large improvement in the Game Industry but also in more traditional CG Industry and in the movie Industry, even if less obviously. Nowadays, solutions to sculpt models to an incredible level of detailing exist (ZBrush, Mudbox but also our beloved Blender, with its now famous Sculpt mode) but building normal maps to enhance the surfaces of our Blender models is still somehow lacking. Blender now has the capability to bake Camera Space Normal Maps directly from a higher level of resolution and apply it to a lower level of resolution, thanks to UVmapping and the Multi-resolution meshes. But the very last step, the one which will bring Blender up to the standards is still missing) : Tangent Space Normal Maps. If Blender now supports these maps, it still doesn't know how to bake them.

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samedi 8 septembre 2007

Memories: My first ever renders!

en Wow! I accidentally ran across them, and I couldn't believe my eyes... I thought they were totally lost! Well, imagine how a good blenderhead you could have been something like... eight years ago?

Well, surely these pics are not worthing much, but they are for me! So now that they have been found again, I'll try to never lost them again, beause one's first render is something that should be considered as precious...

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Souvenirs: Mes tous premiers rendus!

fr Wow! Je suis tombé dessus par accident, et je ne pouvais en croire mes yeux... Je pensais qu'ils étaient totalement perdus! Et bien, essayez d'imaginer combien vous étiez un bon utilisateur de Blender quelque chose comme... huit ans plus tôt?

C'est sûr que ces images ne valent pas grand chose, mais elles ont une grande valeur pour moi! Maintenant que je les ai retrouvées, je vais essayer de ne plus jamais les perdre, car le premier rendu d'une personne devrait être considéré comme son bien le plus précieux...

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