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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

Showing Tag: " engine" (Show all posts)

Interpreting A Tutorial [Blender]

Posted by Marius Oberholster on Wednesday, February 20, 2019, In : Learning 
Hey all!

Yay, third video of 2019!! GOD is so good!

Here it is:
GOD is so good!!!

The aim of this video is really to get you into the frame of mind to learn what it takes to take any tutorial that might prove useful to you and use it in any engine in Blender (to some extent obviously). Since all engines are not the same, results will vary between engines, but you can still get a lot of value out of old tutorials while you switch to 2.8! It'll get you over that educational learning curve and not o...

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Eevee and the coming render

Posted by Marius Oberholster on Saturday, March 25, 2017, In : News 
Hey all!

Yesterday, there was a very very interesting blog post shared, concerning Blender's upcoming new realtime engine called Eevee. While the posts states that this is the nickname, I kinda like the sound of it. Kinda suits the idea, because to me it sounds quick and speedy, and fast, and prompt, haha, you get the point.

I read through it and I am super happy with what they are planning, to say the least. I was hoping that they would have it already done and functioning by now. While the PB...
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Water caustics in BGE

Posted by Marius Oberholster on Friday, June 13, 2014, In : Quick Blog Tutorial 
Hey all!

Yey for another BGE tutorial, I would say, haha.

Today, like the title says, we're talking about caustics in BGE. As you all know, there are some incredible projects for this, and one that particularly stands out, but these, at least for me, has never been an option without scripting, so, I needed to find another way and this is it:

(Focus on the back wall and on the floor)

Doing this is incredibly easy. In the same way that you would add an animated texture to a plane for water, you add...

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Volumetrics in BGE

Posted by Marius Oberholster on Monday, May 12, 2014, In : Quick Blog Tutorial 
Hey all!

Yesterday, I went looking for a post I thought I had done on volumetrics in the game engine and I was shocked to see that it is nowhere to be found! Nowhere!!! I did find that I had included the volumetrics example in a different post, which you can check out here.

So, today's QBT is on, you guessed it, volumetrics in BGE! :D

Okay, so just for example's sake, go check out the post linked to above -- it'll open in a new tab or window, so you won't need to click back and reload. Also, thi...
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Keyboard sensor and controls

Posted by Marius Oberholster on Wednesday, January 15, 2014, In : Quick Blog Tutorial 
Good day all!

Hope your week is going really well! Today's QBT is on using keyboard controls in BGE.

It is super simple and you're gonna luv it if you don't know it just yet:

(Pardon bad grammar, it is a very quick and rough example)

In order to control an object with the keyboard, you use the Keyboard Sensor and you set it up like this for example on a cube and add some things around it, so you'll be able to see motion:
Keyboard > And > Motion

Keyboard: set it for the up arrow
And: leave it as per ...
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Mouse control

Posted by Marius Oberholster on Monday, January 13, 2014, In : Quick Blog Tutorial 
Good day there everyone!

Today I'm coming at you with another QBT! Still on BGE; that page is really growing! JESUS is so good to us with all this free content! Just amazing!

We are covering, mouse control!

This is a bit of an off-topic of what I thought I was going to do, but this is also quite crucial to some games, so this may just surprise you.
   When using the mouse for control, we can do pretty much anything with it with logic bricks, except use it as a looking point. In other words, there...
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New tutorial

Posted by Marius Oberholster on Wednesday, January 8, 2014, In : Tutorials 
Hey all!

A special day indeed. A new game engine tutorial:

Particles

As you know, I did a QBT version of this earlier this week, but this is much more in depth than that one. I replaced that one with this tutorial on the game engine page. The scene is of course not included, because this tutorial is about a method, not modeling, or texturing or whatever.

This short 10 page tutorial, cover to cover, is here to tell you how to figure out how to add particles for your particular situation.

I just kno...
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The return of the butterflies

Posted by Marius Oberholster on Tuesday, January 7, 2014, In : Quick Blog Tutorial 
Hey all!

Yes indeed, they are making another appearance, but this time in QBT form!
You may remember them from an earlier post, but today I used them for one purpose; particles! Check out these simple examples:




As you all know, this is what you see in BGE when you click on particles:



Not very fun to see, but, there is a way to make particles happen in BGE and it is so simple, you are going to luv it. Of course it goes broader than below, but for the sake of letting you know, I want to post an adv...
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Volumetric simulation

Posted by Marius Oberholster on Monday, January 6, 2014, In : wip 
Hey all!

Let me just clarify that simulation here is literally meant. The game engine so far, does not contain volumetrics, but it does contain some things that can help you fake it, if you will, ie, simulate it.

I'm currently working on clouds and it looks great so far, but I think it can stretch far beyond just clouds. I would say that this method does require either a time lapse for a new scene or manual inserts to close the gap, at least initially.

For the moment, I only have this to show yo...
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Parental Rigging

Posted by Marius Oberholster on Friday, December 27, 2013, In : Quick Blog Tutorial 
Hey all!

Back with another QBT. Possibly the last one for the year, but we'll see what GOD decides on this.

Okay, so, if you're new to the Game Engine, but not Blender, you would've probably done rigging using the armature modifier. Unfortunately, most of the modifiers, have 0 effect or influence as soon as you press P to start the game.

I was wondering then, well how in the world do people then rig a character if you can't rig a character, until I was shown in a tutorial how to do it. It wasn't...
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A new BGE Tutorial

Posted by Marius Oberholster on Monday, December 9, 2013, In : Tutorials 
Good day everyone!

I've been working on an amazing tool for the Blender Game Engine; a new tutorial! This one, is on Colours and Transparency in Actions!

- What does it talk about?
Kinda obviously just that, haha. I thought it was impossible to animate anything related to materials in actions until the code was added for it, but nope. It is very possible now!
Thank YOU JESUS for asking me to write this as well as giving a practical example in the tutorial below as well as for the one above! ...
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A quick tip - progressive scaling

Posted by Marius Oberholster on Wednesday, December 4, 2013, In : Quick Blog Tutorial 
Good day everyone!

Before I get to the tip, I'd just like to remind you guys that shared and liked the BGE page (which I really appreciate btw), that the URL to it has changed. So if you'd like to share the knowledge there and help others get started, just go here and share.

Thank you again!

Now, onto the tip. In the Game Engine, you have what is known as an action actuator. This tool allows us to trigger separate animations on characters, like crouching, ducking, rolling, etc. But! This tool ca...
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Anti-aliasing with NVidia and Blender

Posted by Marius Oberholster on Monday, December 2, 2013, In : Quick Blog Tutorial 
Hey all!

This post is a bit more toward the game developer than the gamer and that is anti-aliasing in Blender's Game Engine.
Nvidia has in it's control panel, something called: "Let the 3D application decide". While this may work for exe games, I found that on my PC, this does nothing with Blender and keeps it as aliased as the day is long, haha.

In order to fix this, you have to make the card's control panel decide the quality level, and from there, Blender can turn it off or on, however it is...
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Quick notice and a big something

Posted by Marius Oberholster on Thursday, November 28, 2013, In : Tutorials 
Good day all!

I haven't been able to make many posts these past week and there are various reasons for it; from weather to connection upgrades. You name it, haha. Currently, I am very very thankful to be able to let you know that there is another BGE (Blender Game Engine) tutorial up! This one, on the toon shading from a few weeks ago.

I was given this name for it: Toon Style Made Simple
Sounds like it has to do with dressing cartoon characters, but I think it's very clever. This is the cover:

Ob...
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Toons, the conclusion_haha

Posted by Marius Oberholster on Friday, November 22, 2013, In : Blender News 
Hey all!

Looks like we're 5 for 5 this week!! Amazing!! Huge blessing! Only 3 posts on tooning though.

Now, today is a really special day in regards to tooning, because, we have been working on this fantastic topic all week. With a lot of grace and teamwork, we got a spectacular result and learned quite a bit. So, let's recap.

When we started the week, I shared a very comic-like style with you all, focused on normal influence of the ramp in both Diffuse and Specular options. It looks fantastic, ...
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Continuation: The toons

Posted by Marius Oberholster on Thursday, November 21, 2013, In : Quick Blog Tutorial 
Hey all!!

Today is a bit of a follow-up / QBT post based on yesterday's with the tooned monkeys. After yesterday's post, I worked on doing a final monkey (no textures, so the lines are limited) and this was the result:


(there are three lights in the scene, the monkey isn't crazy, haha)

I like the result a lot! I do rather which that around his ears the lines were more prominent and that anti-aliasing actually responded on my PC (I think it's something set on my graphics card that is preventing i...

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2D without freestyle, for the Game Engine

Posted by Marius Oberholster on Wednesday, November 20, 2013, In : General 
Hey all!!

3 for 3 this week so far, hahaha!

This week, I was on the Blender Game Engine group and I saw someone asking how to do a toon material for a game. I thought it would be insanely complex, requiring an extra mesh or whatever, but you can get a pretty cool look, is, just by using the material options:


As you can see, we have two very similar shapes. The one to the top left is low-poly and the one to the right is, high-poly. Naturally, the high-poly looks nicer, but with a little fine tuni...
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Camera object

Posted by Marius Oberholster on Monday, November 18, 2013, In : Quick Blog Tutorial 
Good day there everyone!

Coming at you with another QBT. This one, is also on the Game Engine, but specifically, how to you make the camera follow a character, car, etc.


This is so simple, you're gonna luv it!

On your game-play scene, where the game takes place (haha), add to the camera there a setup like this:
Always > And > Camera

The Camera Actuator looks like this:
Nice and big, haha

- The Camera object, is what it will focus on (remember, you have to be in the camera view in order for this to w...
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New tutorial, a wip

Posted by Marius Oberholster on Friday, November 15, 2013, In : General 
Hey all,

I'm currently working on a new free tutorial and I'm really jazzed about posting it. Simply stated, it is how to make a speedometer and link it to a specific object. The same technique will be applicable in many other ways, but I'll add that in the tutorial :D.

Because of this work, I may not be able to enter the current Blender Guru Competition, but if I am able to, I would like to take a different approach and give you a behind the scenes type look of how I work.

Anywho, hope you get ...
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BGE - When falling, and falling, and falling and falling

Posted by Marius Oberholster on Thursday, November 7, 2013, In : Quick Blog Tutorial 
Hey all!

This is a seriously common problem and one that could definitely use a QBT. I honestly thought I needed a script for this, but oddly enough, without panicking, haha. But, you don't need a script for it!

So, today, I'm going to tell you how to restart your scene, if your character falls off an object, passed the point of no return. I am including a finished Blend at the end of this post (some prefer it and I know it has helped me to look at a finished file). Here's what it looks like, t...
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Default project?_huh

Posted by Marius Oberholster on Friday, October 18, 2013, In : Quick Blog Tutorial 
Hey all!

Today I bring you a QBT that I find incredibly useful and yet it works for you, passively; the default project in Blender.

When you open Blender, it opens with "factory" settings, which is usually a camera, cube and a light with either Cycles Render or Blender Render as the default engine. Also, most of the Add-ons are turned off, so your functionality is a lot less varied.

Here's where it becomes helpful; you can change this default project.

It is very simple and here's how:
- Open Blend...
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Boost a render

Posted by Marius Oberholster on Thursday, September 19, 2013, In : Tips 
Hey all!

Writing these tips take a whole lot longer than I thought they would, hahaha. Today's is a quick one, but wow, can it boost a render!

Many times, we have a render that just does not cooperate. Though it looks cool, it still ends up being a bit too dark, like this one:



In these instances, we need a level boost of Brightness and Contrast, but there is a node for Hue Saturation and Value. Value is a great level booster of the Brightness and Contrast. You can find it under the Color categor...

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Texture baking, basically

Posted by Marius Oberholster on Thursday, September 5, 2013, In : Tutorials 
Hey all!

Today I am enabled to bring you yet another tutorial! Who's as excited as I am? lol

I'm gonna let the image intro this one:


That's right! Basic Texture Baking!

Texture baking, what's that?! Simple, in Blender, you have what is known as procedural textures, node textures and a feature called texture painting. These features all have one thing in common; Blender. I can't export a model to another 3D program, unless I bake my textures or make them externally. While texture painting is easil...
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Time will be no more

Posted by Marius Oberholster on Thursday, August 8, 2013, In : The Gospel 
Hey all!

This one developed in a funny way. Not like ha-ha, just different than most works, which are planned pieces, not just growing into something.

I experimented with rigid body physics in Blender yesterday and while I got some okay results, I need to learn about the constraints for these kinds of physics options. While they are extremely useful, I don't know how to use them just yet, lol.

Anyway, after trying this and trying that, I just didn't get anywhere, until GOD suggested I use what I...
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Caustics in Cycles

Posted by Marius Oberholster on Tuesday, September 18, 2012, In : General 
Who knows what caustics are?
Well, as simply put as I can:
It's the light pattern you see after light has passed through a transparent medium, such as glass. Great examples are of course the following:
 - Light stripes at the bottom of the pool
 - Rainbow lights when light shines through cut crystal
 - That focus point you can get with a magnifying glass
 - And naturally this:

(Photo I took earlier this year that I wanted to maybe do as an exercise in Cycles)

Those white light spots you see that come...
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Cycles part started!!

Posted by Marius Oberholster on Monday, September 10, 2012, In : Tutorials 
Hey all!!

I've been a bit quiet lately, because I've been finishing up the Blender Render section of the book and today I started with the Cycles Render section!!! Yey!!

The main focus for today I wanted to be caustics at one point, but then I realized it's more important to find out how in the world you can layer the textures like in Blender Render and HE helped me by reminding me of a tutorial Andrew did. His introduction to Cycles tutorial to be precise. Anyway, the details on the how is for...
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Sneak peak at the next possible tutorial's work

Posted by Marius Oberholster on Monday, March 5, 2012, In : wip 
I really want to start with a massive commercial tutorial for Blender Render and Cycles, focusing on procedural textures and what you can do with them. Like the one already done, except very very much expanded.

So, as I said, this is something I want to do, but can't make any promises yet.

Here is an image I made with Blender Render (aka Blender Internal) that I would like  to use as a title page for the Blender Render section:

(for full res, right-click and 'view image')

This image took a day's ...
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