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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: "time" (Show all posts)

Anime Motion Blur techniques

Posted by Marius Oberholster on Wednesday, November 24, 2021, In : General 
Hey all!



So, yesterday's video in the BNPR group on Facebook was an interesting result and I'd like to kinda share the process a bit and what I'm thinking. I uploaded it to YT unlisted for you:

The image below shows how to create a very simple sub for slow parent. It does not have a falloff - it is a 1:1 vector delay. You can think of it as the old Nokia3310 version of Snake. For a huge share of animation sequences that don't depend on the NLA, this method should be ...

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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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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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Finished eagle! Well, almost

Posted by Marius Oberholster on Tuesday, August 26, 2014, In : wip 
Hey all!

Wow! We're really getting quite a few posts this week, hahaha. Okay, so, yesterday I showed you guys a progress on the eagle here and the eagle's materials almost done on the portfolio blog at this post. Now, you get to see it rigged to a useful part (except for the beak):


(made for Cross Allegiance - see more here)

I really like this image, because it was extremely difficult to make, but GOD helped me, but secondly, because it turned out to be a serious image and not cute (which it was...

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An earthquake

Posted by Marius Oberholster on Tuesday, August 5, 2014, In : The Gospel 
Hey all!

Long time no post, but today I don't come with a work in progress, but as one making an appeal.

Today I felt an earthquake for the first time. I'm not one to feel these all the time, as we live in a nation that is largely free of such things. Mining areas apparently have more, which is understandable, but earthquakes are much more than just a thing that occurs.

They are:
- A sign of GOD's power (Hebrews 12:26)
- Nature's travailing in waiting for the Sons of GOD to be revealed (Romans 8:1...
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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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Some tips for added realism

Posted by Marius Oberholster on Monday, September 16, 2013, In : Tips 
Hey all!

I'm not someone who specializes in realism, but I have noticed some features in Blender Render that I have been very happy with in getting me closer to realism and I'd like to share some of them with you. Remember, most of these apply to Cycles as well and also to traditional arts!

- Ambient Occlusion (AO)
A strange corner shadow phenomenon I've never really seen much of in real life on the intensity that Blender can produce, though it is a fantastic boost, even on a low setting, set on...
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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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Still here and workin'!

Posted by Marius Oberholster on Tuesday, June 12, 2012, In : wip 
Hey peoples!

I haven't dropped off the face of the earth the last week or so.

As you know it's the new Blender Guru Competition and the theme is Photo Realism (yey). I've been hard at work on my entry and because I don't want to give the idea away of what I'm doing, I haven't posted anything here.

I will say this though:
 - I'm using Blender Render,
 - The image only has techniques in that are in the book already and will be added (except for modeling and lighting, since it's a book about texturi...
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1st Car

Posted by Marius Oberholster on Saturday, June 2, 2012, In : General 
Yesterday I modeled a car, the first car I've ever done! It was quite fun, but it had a purpose: it was to go on my dad's business cards. He said for his cards he wanted an old-style car and since I don't know all the rules regarding car designs and what you're allowed to make and what not, I went original and did something from scratch with an old feel to it.

The only references I used were from experience (old cars I've seen) and a place that has an old luxury type car's silhouette as their ...
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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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