These blog posts have all been tagged with blender. These tags appear to be related:
Blender lets you script more or less everything. You can have your code inside Blender (and the .blend file) itself, but I prefer to store it outside the .blend file. This makes it easier to handle changes, and allows you to use any editor you want. The downside is that reloading your code becomes a bit of a hassle. This is a little snippet I wrote to reload my code in Blender with the click of a button.
For my research, I'm using Blender to generate images. I wanted to know how visible a certain object is in the final render (i.e. how many pixels it occupies). For this there is the "object index" render pass (aka "IndexOB" in the compositor). I've been struggling with it, since it always outputs that the index is 0, even though there are multiple objects in the scene.
Well, with the help of mfoxdogg on the #blender IRC channel, we found a solution: You need to set the index by hand, for every object you're interested in. If you go to the object properties (in the properties explorer), in the section "Relations" there is a slider "Pass Index". This is set to 0 by default, and you can set it to any positive number you want. This is then reflected in the output of the "IndexOB" render pass.
Last weekend Amsterdam was visited by a great group of over 250 Blender professionals and enthousiast, for the Blender Conference 2013. This year it was my pleasure to give a workshop about my research, and how I use Blender to visualize my result.
For the attendants (and other interested people), I've put my presentation, the Blender file and accompanying SQLite database online: https://stuvel.eu/files/bcon_2013_sybren_workshop.7z
You can still see the workshop online on Youtube: https://www.youtube.com/watch?v=Wt8WdSvaRms&feature=player_detailpage#t=620 (the first 10 minutes is just people leaving the previous workshop, and me setting up).
I've released a new version of Multiblend! Version 1.4 has the following improvements over the previous version:
Display timing info after rendering.
-E option to skip existing frames and render only the missing ones.
Smarter distribution of frames.
Implemented simpler logging.
Verifies that the output directory exists before rendering.
Added 'cachesync' executable that can distribute the Blender cache directory (such as used with particle systems) to nodes.
Removed use of the md5 module when using Python 2.6 or newer.
Replaced the popen2 module with the subprocess module. This limits the compatibility of Multiblend to Python 2.4 or newer on the master node.
Split the implementation into several modules to increase maintainability and insulation of the parts.
Multiblend connects to multiple computers on your network, and lets Blender render in parallel on each. This will drastically improve your rendering speeds!
For my Master of Science course in Game & Media Technology at the Utrecht University I had to make another 3D animation. This time the focus was on more traditional animation techniques such as stretch-and-squash.
The assignment was to make a 3D animation with your last name playing a role. I chose this particular subject as many, many computer programmers are having a hard time separating UTF-8 from Latin-1, which renders my last name as StÃ¼vel :(