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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: " normal" (Show all posts)

Anime Impact Frames - Product and Why

Posted by Marius Oberholster on Wednesday, January 19, 2022, In : General 
Hey all!

Recently, Marquis Miller messaged me on Facebook with a suggestion for my CGT - Impact Frames!

Initially, I wasn't too excited about it, until I actually got into it! It was such a challenge. I'm starting to see a trend here - what I'm not too excited to get into, turns out to be the most useful, LOL!! The last time this happened, I created the NPR shaders, based on a lot of work between myself and Wasili Novratidis. I like to give credit where it's due.

Anyway, moving on, I started wor...

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An approach to shading

Posted by Marius Oberholster on Monday, December 30, 2019, In : Tips 
Hey all!

So a few months ago, before all the COPPA stuff cropped up, I asked you guys what you do when you do NPR or toon shading - specifically related to shading. I did get one response, so holla to you! lol. I said I would share it, but unfortunately, with how YouTube decided to comply with COPPA, it's up to creators to identify who their content is for and not how old the users are - this means I will lose comments and already lost the community tab... Sorry... It's just because I do tutor...

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Underwater compositing - Mist

Posted by Marius Oberholster on Wednesday, January 28, 2015, In : Quick Blog Tutorial 
Hey all!

Been a while since the last post, but this one is something I've learned a little bit on, so I hope this helps you tons! :D

Something that can easily be missed when it comes to underwater compositing is mist or a cloudiness. This comes from the way light bounces in the water, as well as other particles in the waters. Just think of a misty day. You can only see so far. Depending on the kind of water you are in, you will have varying decrees of clarity.

BUT! This is not a white mist. Ther...
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Normal something

Posted by Marius Oberholster on Wednesday, April 23, 2014, In : Quick Blog Tutorial 
Hey all!!

Finally back with another QBT and today's is about a topic that bugged me for a while. Nothing wrong with Blender, I just didn't get it until today.

Now, I've been a huge fan of node textures for a while and I've noticed that on node textures they don't always come out right in the normal department. For those who don't know what normal maps and normal influence and depth maps are, here you go:


These are created for the simple purpose of not having to use physical detail, while the sur...
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