I will present the technique of indirect light in Blender 3D. What exactly is indirect light? Lighting is mixed from direct sources and indirect reflection. Lighting provided by reflection usually from the wall or ceiling surfaces. In daylight, this means that the light coming from the sky or the sun… Continue Reading Blender 2.5 – Indirect Lighting
Start Blender 3D version 2.5 or higher. At the top, choose File from the menu and then User Preferences … or press keys Ctrl+Alt+U. See the picture below: Click the button Install Add-on … A dialog will appear and you can select the script with that addon. In this case… Continue Reading Addons on Blender 2.5 – Installing an addon using Python
The Blender 2.5 has a number of options available to map the UVW coordinates of an object. The “UVW map” is a result of the process. This result is essentially a set of co-ordinates use to tell them how a texture image is supposed to be applied over the surfaces… Continue Reading Unwrapping a mesh under Blender 2.5.
Sometimes when the model in Blender, normals go haywire. Any attempt to fix the normals recalculated outside or inside, fail. This is the case exemplified in the image below Just go on Object Mode select object and press keys Ctrl + A. In that case, you’ll be forced to reset… Continue Reading Aligning normals in Blender 3D.
On console, you use the command ./blender or blender.exe (if you use windows OS). This is a need to see the output of the script. Split your window on two. Click right on the bar and select Split Area like on next image. As we see in the image below,… Continue Reading Blender and Python – First steps.
For this, we need two software Blender 3D and Makehuman. The first step will open makehuman determines his character and settings (see image below): Then saves the object Collada. In this case name_of_file: The next step will load the object through the blender scripts. More specifically through File -> Import… Continue Reading Blender < 2.5 and MakeHuman - not finish
The concept of DOF (depth-of-field) is to use information about Z values and use it to blur objects. The more out of depth they are, the more they are blurred. This is a simple example : I used a cube. Then I multiplied by the modifier array. It can use… Continue Reading Simple effect in Blender 3D: Depth of Field (DOF)