blender

Blender Sketchbook

Parks Test Render 4

Here's a fourth update to the most recent version of my Parks project in Blender.

I've added and moved a few elements here and there since the last version. The biggest change is a little more under-the-hood, though it is obvious when you compare the images directly; I've re-worked the core of my water shader/material.

It's still not quite where I want it to be, but the ripples look more water-y to me, and it's now a lot simpler in how the effect gets built. It also plays nicer with the waterfall objects, which were looking a little too much like plastic to me in the last iteration.

Since the last version, I also had an opportunity to explore the scene in VR, using my Oculus Meta Quest 2. The scale of things looked mostly okay, but the "small" hedges, which are meant to be about waist-height, are almost as tall as me! So, I'm sort of entertaining the idea of re-working those. And then back to building out the rest of the scene and adding some more park objects to it.

I also did a test render of a different lighting setup that I thought was cool. Check this out:

This is a night/sunset scene, and I can now make all the windows light up with just one click, controlled by a world variable in Blender!

I'm not sure which I like better, honestly. But it's easy to switch between the two setups, so I'll keep plugging away and experimenting. If I end up going with the latter setup as the final, I'll have to tweak the color corrections a bit - there is a lot of odd pink-ish banding in the highlights.

Parks Test Render 3

This render is coming along!

I wasn't happy with how the volumetric material for the waterfall splashes looked, so I re-did those. I also pumped up the red and yellow contrast in the trees, and added some hedges.

I want to make some additional objects, like benches, lights, trash cans, etc. but I'm a bit worried about the can of worms that might open up. I've never done a proper scale test with the parts in this scene - that is, I've never dropped in a 2 meters tall human shape to see how things look in proportion - so I've been reluctant to add objects like that.

Just eyeballing it, things look mostly right. The hedges seem a bit chunky, maybe. Editing the width of them would be a pain, but... now I'm tempted. Maybe something I'll do further down the road.

Parks Test Render 2

Here's an update to the test render I posted last night!

I've made some changes to the way the park is laid out, mostly on the lower canal level, changed the camera to be isometric, and adjusted a few other things.

One of the bigger changes is the atmospheric effect and coloring, which is all currently being done in Blender's compositor, with color correction, and glare. I don't usually do it that way - I usually do color corrections in Photoshop - so this is sort of an experiment.

More updates to come, as I have time to work on this more!

Parks Test Render

I've been playing around with the pieces I made for the Modular Park renders back in 2016, adding some stuff, editing some others, and trying to just build up a collection of parts to make more pleasant places with. I made this test render today just to see how things are shaping up.

Still some work to do, but I do enjoy making cozy little outdoor spaces with these parts. 🙂

A friend and colleague of mine introduced me to the art of Niklas "Arne" Jansson a while ago, and ever since then I have visited his site occasionally for inspiration. His site, Android Arts, is filled to the brim with incredible, imaginative work - you should check it out.

One of the things Niklas created is the Famicube, a fantasy game console that is meant to fill in the gap between the NES and SNES. It's a cool hybrid of old aesthetics and newer technology, and a really fun concept. I was playing around with some material tests in Blender the other day, and got inspired to create this console in 3D, to further challenge myself. These are the results!

I've had a lot of practice using Blender over the years. Compare this to my other console render, the Martendo Handheld, which I made 7 years ago.

The Famicube logo and concept were created by Niklas Jansson and used with permission. This project also uses the Super FamiFont by Lyric Type.

Blender Shader: Treasure

I wanted to challenge myself to try to make a shader that utilizes voronoi noise to draw a pile of coins - and this is the result. The main shader which draws this material is made up of a series of layers of coins, which are node groups that can be chained together, along with a base layer that fills in the gaps.

Theoretically, you could do layers and layers of coins all the way down, but I opted not to do it that way, since you can hardly see the difference most of the time anyway.

The coin color is built into the shader/node group, but it can easily be changed by editing the color ramps in the Coin Layer and Coin Base node groups.

Here's the same material with the Mask Modifier set to use vertex colors, and some gemstone particles (included in the Blend file).

Goop

I've been playing around with Flip Fluids, an addon for Blender that does liquid simulations that (seem to) go beyond what Blender's built-in liquid simulation can do. I've not made anything particularly mind-blowing yet, but I thought I'd post a render I made today just for fun. Behold: some orange-ish goop flooding down a staircase!

Scotch Render

It seems like everyone who gets into 3D software eventually makes a render of some alcohol in a glass - so here's mine: a glass of scotch. This is a render that I had been working on back in 2019, and thought I'd bring up to standard in 2021.

Many, but not all, of the textures in this scene are procedural; I brought in a few textures for the surface imperfections on the glass and the napkin. The water droplets are all metaballs spawned in as particles over the glass, and custom rings of geometry that are hidden from rendering.