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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: " progress" (Show all posts)

Throwback To The Future

Posted by Marius Oberholster on Wednesday, December 15, 2021, In : General 
Hey all!

Throwbacks are not something I typically do, but with a very productive year, I think it's good to think on what was and what can be - a throwback to the future, hehe. I'd like to invite you to take a moment, and just consider everything you got done and that happened over the past year - and I mean the whole lot and consider what your plans/hopes/aspirations are.

Now, consider how many obstacles there were and how much you persevered and guess what - you're still here!

So, since this i...

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For Anime - Motion Smear - Nodegroup Dev

Posted by Marius Oberholster on Wednesday, December 1, 2021, In : News 
Hey all!



I'd like to share a journey of filmmaking history! Yes, not al history is worth noting, but I think this one might just be the next, uhm, medium to big thing, hehe.

NPR has always been very popular, especially with children, but there are people, like myself and many others, who think of NPR as more of a medium than a genre. In a lot of western thinking, anime is classified as "cartoons" which also says "for children" and let me just say, if you think all anime is for children, perhaps...

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Be realistic about where you are and how to finish

Posted by Marius Oberholster on Wednesday, November 17, 2021, In : Learning 
Hey all!! :D

I love this topic, because it always comes down to budget and I love finding solutions, instead of focusing on problems!



Image by sasanqua camellia from Pixabay

So, let's say you have a billion different projects going on, then you can cherry pick now! Yay for you! :D

What I'd recommend here would be to analyze which project has the least amount of work do finish it and to complete that one first. This is similar to tackling debt - knock the smallest ones out first and use those paym...

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Take responsibility for your project

Posted by Marius Oberholster on Wednesday, November 10, 2021, In : General 
Now, the second you hear that kind of thing, I'm sure you feel what I do: "Buzzkill" or "Partypooper" or "That sucks the fun out of it!"


Image by Colin Behrens from Pixabay 

Haha, no, that's not my intention at all, but it does sorta lean that way a bit - like having a walk-through when you first play a game or join a new platform.

So let's rip off that band aid, welcome Clippy with open arms and click those heels to get home, cause we all know there ain't no place like it! lol. Gosh that makes ...

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Perform Perform Perform!

Posted by Marius Oberholster on Wednesday, November 3, 2021, In : Learning 
Your performance must soar - if it just kinda hovers, it's not gonna... wait for it... fly, lol.


Image by Clint Post from Pixabay 

Jokes aside, a really solid performance comes in various forms. I remember a short video from Finding Nemo's BHS (behind the scenes) and the animator that did Dori's animation for the shot where they think Nemo's gone and Marlin leaves her to go home, he pulled out all the stops to make it as personal as he can and the director still wanted more. I was like, REALLY?...

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Still here and hard at work

Posted by Marius Oberholster on Monday, November 16, 2020, In : General 
Hey all!

Just wanted to let you guys know that I am still here and that this site hasn't been abandoned, lol.

I've been working on a lot of different things lately and will share on those later. For the timebeing, just wanted to pop in and tell you about 2 specific things that has really been super awesome:

1) The outline branch

There is a build for Blender that contains a very special new node that has not been merged into master yet - the outline node.

This is basically exactly the same as the e...

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Rendering - Expectation vs Reality

Posted by Marius Oberholster on Monday, January 13, 2020, In : Learning 
Whenever we do rendering, we have a massive selection of options to choose from. We can choose to do most of the work in pure rendering, or we can do a lot of the work in post (lol, not like "we'll fix it in post"). For example, you can actually generate glares within the viewport, like with the Flared add-on.

We can also choose to do most of the work within the shaders themselves (my preferred method).

Many things can be defined with masks and separated out and so on, so you can find a large v...

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NPR Shaders

Posted by Marius Oberholster on Monday, April 15, 2019, In : News 
Hey all!

As you all know, Wasili and I started a thing in the Blender community at the end of 2017. He and I had spent a few months leading up to that December, building NPR shaders for Eevee - which was really rough in it's phases back then, hehe.

Anyway, since then, I've been working really hard off and on on these and since last month, we've had shaders that don't need to know it's light source, thanx to the incredible work put into the Shader to RGB node.

Today, I am super jazzed to announce...
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Node Groups mean New Features

Posted by Marius Oberholster on Tuesday, October 2, 2018, In : General 
Hey all!

Today I get to release a new video - that feels like it took forever to make, hahaha.


GOD is so amazing!!!!!! (^^,) <3

This video comprises pretty much all the node groups that I currently have available for download. Sorry, they don't come with content to test them on, but you are more than welcome to check out Pond5. Their public domain collection has really expanded over the last year. And no, this is not sponsored, hehe.

I endeavored to show you guys what these nodes can do in as ent...

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For Anime - Fountain

Posted by Marius Oberholster on Wednesday, August 15, 2018, In : Tutorials 
Hey all!

Tutorial time again and today is kinda like a follow up on previous tutorials. For those of you who have thought about combining these and doing something new, this is gonna be a favorite!

I really like this tutorial and the bonus at the end, so check it out!

GOD is beyond words awesome!


In case you were wondering where you can watch the previous tutorials mentioned, you can check out these or check the description:

- Water Reflections

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Epilogue

Posted by Marius Oberholster on Wednesday, January 3, 2018, In : News 
Hey all!

Don't you just love that title?! Sounds so epic! It was from a concentration standpoint. Goodness! hahaha.

With all the work said and done, we have:

Normal and Bump Mapping


Works with averaging what is there with the map itself. Gives a nicely balanced result. Bump maps are also converted to normal maps, but purely based on a flattened version that is connected to all three axes.

Ambient Light


For this feature, I simply added an emission shader and fed it, based on circumstances, either th...

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Building a formula with nodes

Posted by Marius Oberholster on Wednesday, January 3, 2018, In : News 
Hey all!

Building a formula with nodes is not as hard as it seams, but it can certainly be harder than you think as well.

You have to take quite a few things into account and these make it confusing:
 - Order of operations (will affect result)
 - Vector math functions available
 - Vector math output appropriacy (which output from vector math to use and when)
 - Vector transforms required
 - Vector separation and joinings required (available math functions dependent)
 - Math node functionality
 - Math ...

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Blinn vs Phong

Posted by Marius Oberholster on Wednesday, January 3, 2018, In : News 
Hey all!

Believe it or not, the Blinn and Phong models are not all that different. The goal with Blinn is to have specularity that is similar to Phong, but without it's sensitivity to proximity. This give many advantages within NPR, because it gives yet another thing you can manipulate - the size of the specularity. Source links will be at the end of this post.

Let's look at their formulas (don't worry, this doesn't get very technical) and the variables.

R = Reflected direction to the light sour...

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Uploading 3DSBS content to YouTube

Posted by Marius Oberholster on Friday, September 22, 2017, In : Tutorials 
Hey all!

Without ado, here is the video! (Below for more details on why this way)


GOD is so great!

For more on Exodus 7-12, KJV:
BibleAnimations blog
Production Vlog playlist

3D content comes in various forms and like audio, for stereo, comes in 2 streams or more. YouTube supports
- 3D Side By Side
- 3D Top and Bottom
- 360'
- VR (2 streams of 360 - for Google Glass or other headmounted VR gear)

The old way of making YouTube videos 3D:

For most of the ab...

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For Anime - Defocus

Posted by Marius Oberholster on Friday, August 18, 2017, In : Tutorials 
Hey all!

   Finally, after a while, I am able to upload another tutorial for you all to enjoy! I am so thankful to have been blessed and enabled to share this one with you guys!


GOD is so good!

 - Why another Defocus node
   While Blender already has a defocus node, there are problems with it that I just can't seem to get over. The primary problem is that it blurs the inside of a shape, but not the outside of it when it is out of focus. This is physically incorrect and makes the result hideous (s...

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Clouds

Posted by Marius Oberholster on Friday, March 25, 2016, In : Tutorials 
Good day everyone!

This week went mostly to clouds! haha. Not a bad thing, because I really do like the results.

If you have every struggle with clouds or didn't know how to, checking out mine and Andrew Price's you'll be able to skip lots of headaches!

You can watch mine here:

(GOD is awesome!!)

You can watch Andrew's here - he's also the one GOD referred me to for modelling clouds better:


Have a great day and GOD bless!!

Know JESUS yet?

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BibleAnimations

Posted by Marius Oberholster on Wednesday, January 20, 2016, In : General 
Good day everyone!

Wow, almost a month since I last posted here! :D

This is gonna be a post that encourages you to go and check out the Bible Animations website GOD had me make a short while ago - and I mean like very short while ago, haha. I don't know how far I'll get in the making of these videos, but I'm being really honest when I say I want to do the whole Bible, from Genesis to Revelation and do it well. That will take time and a lot of effort and if you think about it, not gonna happen u...
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A little progress report

Posted by Marius Oberholster on Tuesday, February 18, 2014, In : wip 
Hey everyone!!

Today I get to share a little progress shot from something I'm currently working on:


Currently, this looks more like a caustics study, but actually the scene as it sits is exactly that! It's part of prep work. The ocean floor is right (in terms of distance and possibly color) and so is a lot of the compositing. It has an old-style photo feel that I am really really liking so far.

Now, when I post something, I want it to benefit you, so I want to give you some sort of help. Today, ...

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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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Caves, how are they made

Posted by Marius Oberholster on Saturday, November 23, 2013, In : General 
Hey all!

I watched and did (for a change) one of Andrew's tutorials yesterday and it was a blast. I struggle intensely in getting the crystal how I wanted, but through a lot of leading, it is how I want it and, I hope you give it a try as well. Naturally, I just finished a book on Procedural Textures, very appropriately named, Procedural textures, and so I was not about to download the textures. Instead, I did the whole thing, from displacement to color, etc, all procedural textures in Cycles....
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Edit in progress - - - -

Posted by Marius Oberholster on Tuesday, April 9, 2013, In : wip 
Hey all!

As you know, the book is in it's editing stage and I have to say, I've had some moments where I couldn't follow it, hahaha. Thankfully, when taking the time to go through it, I found that things do work out if you are familiar with Blender. Today I tested the run-off part of a tutorial and I am happy with this quick result:



The above is completely done with Cycles and procedural textures (100 samples) and I think it came out really well. I did however find a flaw in this section that d...

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Some new features in Cycles

Posted by Marius Oberholster on Tuesday, March 19, 2013, In : General 
Hey all!

Busy with some things on the book, but all the tutorials for it are done, so I don't really have much of an image to share today, so I thought I'd update you all on how Cycles is growing.

Cycles is the relatively new render engine native to Blender. It is by far more realistic than Blender Render, but also a bit more difficult to work with, especially for new users and those that avoided the Node Editor like the plague. In it's initial phases it was not only so unpractically slow that ...
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Run-off stains on the floor

Posted by Marius Oberholster on Tuesday, October 30, 2012, In : wip 
Hey all!

I took some time today to specifically look at some buildings and I saw that when there is a place that water flows down regularly, where it hits the ground or drips for a long time, there forms stains too, so I added some staining on the floor as part of the floor's aging, but I ran into some difficulties, because I wanted to do it my way, instead of listening to HIS way, but thankfully, it didn't take nearly as long as before for me to relent and do it HIS way.

This is the result of ...
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Toast post (and just in time, lol)

Posted by Marius Oberholster on Thursday, September 13, 2012, In : wip 
Hey people!!

I have been working hard today on this piece of toast and although I am happy with the texture of the flat surface, it can still use some adjusting (as you can see). I also still need to work on the coloring of the bread and the toast itself. I've noticed that brown bread is somewhat grey-ish and the toasted parts are almost a chocolate brown leaning into orange. Quite a stark contrast that I don't want people looking at going: "did he even use reference?!". The answer would be ye...
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Progress on the final stages of the Blender Render section

Posted by Marius Oberholster on Wednesday, August 29, 2012, In : General 
Hey peoples!

I have been working hard this morning fixing some things, shrinking others and having quite a bit to do, lol.

Specifically, I can't disclose it yet (want it to be surprise), but I can tell you that there are at least still two pages to finish and add, bringing the total amount of pages to a round 150 for the Blender Render section (if I don't find more to add of course), but I have started working with Cycles again so I can do it justice for all of you.

I also made sure that I can r...
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Flag tutorial is almost finished

Posted by Marius Oberholster on Monday, August 13, 2012, In : Tutorials 
Hey all!

I got the chance to work on the book again Saturday. This time on the flag tutorial and I am very very excited about the results so far!

I am still working on animation, but for static images the tutorial is about a page from finished. I want to include animation as this tutorial will then truly set the tutorial apart in proving that you can do a lot with procedural textures.

So far the tutorial covers how to use them with certain modifiers:
 - Subdivision Surface (making the displacemen...
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New method working right!!!!!!!!

Posted by Marius Oberholster on Wednesday, August 8, 2012, In : wip 
HE showed me how to remove the ghosting almost completely!!!!!

I am super excited to let you all in on this! Earlier today, I was busy with the 3D tutorial again and trying very hard to figure out what the problem was with the new method video in the previous post. It just seemed so flat, as though the 3D and shards were on a flat surface, suspended in mid-air. And after much fiddling with the system and trying to see what outputs look how where, HE pointed me to the Depth Map. So I looked at ...
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Blender Render VS Cycles Render

Posted by Marius Oberholster on Friday, March 9, 2012, In : General 
I can see a massive difference between the two, but I don't want to call one better than the other, because one is more developed and the other works different. So I'll say this: I personally still prefer Blender Render (BI)

Here's why I do.
I've used the same project, creating first a Cycles Render version and then a Blender Render version. Out of the two I like the overall look of the Cycles Render one more, but the capabilities in procedural textures in Blender Render overshadows the quality...
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Bookshelf is progressing!!

Posted by Marius Oberholster on Monday, January 23, 2012, In : wip 
Super excited that only the last shelf remains on the bookshelf! It's the part that is the hardest, due to volume alone, but HE already gave me many titles to add to the backs and covers. It's just a matter of finish and application! Then the room will be almost complete.

There are still a few things that need to be added, like side tables and 1 plant and a few other things. Here are the shelves completed so far.

So see full resolution, right click and find the closest option to 'View picture'....
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Music progress 006-007 and a close-up!

Posted by Marius Oberholster on Friday, January 13, 2012, In : wip 
Progress 006 - Bookshelf added with books and some ornaments.

Obviously the golden spheres are not good enough as ornaments throughout the shelves in such a huge number, so I threw some out and added some abstract birds (that translates as 'looks like something else', lol).

It was also the first real attempt at UV texturing. What it is is what you would use to paint onto a 3D shape. You unwrap your object as if it was made out of fabric so it lays out flat, then you paint over those folds. The ...

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Music room update!

Posted by Marius Oberholster on Wednesday, January 11, 2012, In : wip 
Oh, this is a project and a half, lol. This is a partial render of today's work. I am super jazzed about how the guitar came out!! Just see how it looked in the previous post and you'll see the difference, but for the sake of ease, here is how it looked before:
Before:


After:


Thank you for all your continued reading and support!! Hope these inspire you to go do something spectacular!!

Thank YOU!!!

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