Tag Archives: Blender

How to render “Manuel Bastioni LAB” characters without purple skin in Blender

I recently discovered the Manuel Bastioni LAB add-on for Blender. Judging it only by the title you’d never guess it’s an extravagant people generator of the highest caliber! Bastioni was working with the folks from MakeHuman for many years, but The LAB is his own project.

In a nutshell, it creates ready-to-use characters, complete with poses and morphs, as well as many other complex goodies. And as with many complex things, rendering can take a while. I tend to prepare a scene on one machine, transfer it to a faster system and let it render while I setup the next scene.

This workflow usually works a treat with .blend files, but not necessarily with those containing Manuel Bastioni characters. Turns out the skin has a good chance of looking alien purple. Quite a nice effect, but perhaps not all the time.

Lucky for us, knowing why this happens will help us understand how to fix the problem. It’s not a bug, just a question of which box to tick when saving those files. Let me show you which box that is and how to avoid the purple skin effect.

The Purple Skin Phenomenon

Continue reading How to render “Manuel Bastioni LAB” characters without purple skin in Blender





How to combine an Image Sequence into a video file with Blender

Did you know that Blender has a built-in video editor? We can use that to turn an image sequence into a movie file. I’ve described how to do this Photoshop here, but I thought it would be fun to try the same thing in Blender.

Here’s how to do it: Continue reading How to combine an Image Sequence into a video file with Blender





How to display a movie on a plane in Blender (Blender Render)

To show an animated video clip on a plane inside our scene, we can texture our plane object accordingly. Here’s how to do it using the Blender Render. engine (this won’t work in Cycles).

  • select the plane object and create a new Material on it (in the Materials Tab on the Properties Palette)
  • under the Shading Tab, select shadeless
  • leave all the other settings alone here

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Head over to the Textures Tab next to the Materials Tab and create a new texture. Set it to Image or Movie and select your video. You can also pic a single image or an Image Sequence here.

Under Image you can select at which frame your movie should start. Hit Match Movie Length to choose all frames in your movie (because we can’t tell how long it is, but Blender needs to know).

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Peek at the Preview section to see our video show up. Never mind the repetition or distortion for now.

In our final render, the background will probably look a little washed out. To combat that, head over to the World Tab and set the Horizon Colour to black.





How to hook a track to a vertex in Blender

Hooking is a technique with which you can attach one vertex to follow another object. This can be useful if the outline of an object (such as a plane) needs to be distorted when it follows tracking markers.

Here’s how to do it:

  • select the the object you want to track (such as an empty that follows a track)
  • now SHIFT select the object that you want the previous object to follow
  • switch into Edit Mode (TAB) and select the vertex you’d like to follow
  • now select CTRL+H and choose Hook to Selected Object

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The selected vertices will move with the hooked object.





How to create a translucent shader in Blender (Cycles)

screen-shot-2016-11-21-at-14-24-08By default all our 3D objects are opaque, meaning light does not pass through them. Like a brick wall. But many objects in reality let some amount of light through, like a piece of paper or a glass of lemonade. This partial transparency is called translucency.

In the picture above, light passes through the leaf, partially illuminating the ground underneath it. We can setup such a shader in Blender like this:

  • in between the Diffuse and Material Output node, connect an Add Shader
  • create a Translucent Shader and connect its output to the second input of the Add Shader (top or bottom does not matter)
  • connect the Color Output of your texture to the Color Input of the Translucent Shader

Here’s what such a shader looks like:

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In the above image, I have combined this translucent setup with a transparency shader, so that the leaf can be “cutout” using the texture’s transparent background. Here’s what that looks like:

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How to create a Shadow Catcher in Blender (Cycles)

shadow-catcher

Setting up a Shadow Catcher in Blender is a bit more tricky than in other applications, but nevertheless straightforward if you know what you’re doing. I certainly did not when I first tried it, but thanks to this short YouTube video by Nonsense Blender Tutorials, I was able to set this up.

Here’s how to do it:

Continue reading How to create a Shadow Catcher in Blender (Cycles)





Why I joined The Blender Cloud

Blender LogoYesterday, while I was receiving my 13th chemotherapy shot at the hospital infusion suite, I’ve spontaneously joined The Blender Cloud.

Full of pride I mentioned this on Twitter, and Ton Roosendaal asked me to sum up what got me on board in one tweet. That’s not an easy feat, considering what the Blender Cloud has to offer, and the more I thought about it, the more reasons sprang to mind.

Here’s why I did it (in slightly more than 160 characters).

Continue reading Why I joined The Blender Cloud





How to create a transparency shader in Blender (Cycles)

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Texture files can have a transparency value, and as such we’d like to use it on occasion with 3D objects. The above image is created using flat square leaves, onto which an image of a leaf is projected. Outside the leaf, the area on the PNG file is transparent.

Here’s how to create a Cycles Shader in Blender that will show only the leaf and not the surrounding area of the texture.

Continue reading How to create a transparency shader in Blender (Cycles)





How to make a texture repeat in Blender (Cycles)

Sometimes we need a seamless texture to repeat on an object without the help of Photoshop. That’s possible in Blender’s Node Editor, albeit not exactly intuitive.

We need to add both a Texture Coordinate node, as well as a Mapping node to our shader to make this happen.

Here’s how to do it:

  • setup your texture map as usual (Add – Texture – Image Texture) and plug it into the Diffuse Color Input
  • your texture does not repeat at this point
  • add a Mapping Node (Add – Vector) and plug its vector output into your texture’s vector input
  • in the Mapping Node, select Texture. The X and Y Scale value below one determines the repetition of your texture
  • however, your texture does not show up at this point
  • add a Texture Coordinate node (Add – Input) and connect its UV output to the Texture Coordinate node’s Vector input
  • now your texture shows up

Here’s what such a shader looks like:

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How to grow grass on a landscape in Blender

grass-cpu-3m55s

I have previously grown some grass on a terrain in Carrara, and thought I’d try the same in Blender. I didn’t know much about how to do this, but the approach is very similar in Blender.

Like with my Carrara approach, I’ve modelled a few grass stalks from a cylinder first. Those are then replicated over a larger terrain. Neither a replicator nor a terrain generator exists in Blender, so here’s how I did it. Continue reading How to grow grass on a landscape in Blender