Written version:Continue reading “How to do 3D-projection mapping with Blender”
In the buttons area (on the right side of the interface), select the “View layer properties” tab.
Under “cryptomatte” turn on “object”, “material” or “asset”. I like “asset” since it let’s me select entire rigs that consist of several parts.
Go to the “compositing” workspace.
Turn on “use nodes”.
Add a viewer node with shift+a –> output –> viewer.
Add the cryptomatte node from Matte –> Cryptomatte.
Connect the image output from the render layers node to the image input of the Cryptomatte node. Connect the “pick” output from the Cryptomatte node to the image input of the viewer node. Render the scene (keyboard shortcut F12).
You should now see different matte colors that identify different assets in your render layer. Use the + button to access the eyedropper tool and select as many assets as you need for the matte you are building.
To see the actual matte, you can plug the “matte” output from the Cryptomatte node to the viewer.
Now you have a matte that you can use in various way when you are compositing. As a simple example, you could color correct the matted area by combining two copies of the input image with the “AlphaOver” node while using the matte as the factor. Then simply drop a color correction node like RGB curves between the bottom image connection.
Thanks to 3DTudor for this quick tip that can greatly speed up your texturing workflow! It’s based on first activating the Node Wrangler addon (comes with Blender) and then hitting shift+ctrl+T.
Rendering out stereo 360 from Blender EEVEE is actually pretty easy thanks to the new eeVR addon.Continue reading “How to render a stereoscopic 360 animation from Blender EEVEE”
Here is a quick way of getting random object colors in EEVEE with the shader/node editor:
I have recently been doing hair renders in Blender and thought I would share some key tips that I have learned along the way:
- Use multiple particle systems. If you put all your hair in just one particle system, it becomes really tedious to edit the hair. You’ll end up combing hair that you didn’t mean to etc.
- Place the hair manually in hair edit mode (with the add hair brush). So set the initial amount to zero in the particle settings. Comb after every round of hair.
- Use simple children instead of interpolated, they are much easier to handle in the edit mode.
- To make the interpolated children more fluffy, increase the “radius” value.
- Be careful with the Path –> steps value, large values made my Blender crash.
- Use the Hair BSDF if you are rendering with Cycles. As of now that won’t work for Eevee so you’ll need to create your own shader for Eevee.
- Subdivide the roots of your hair in edit mode, because the hair needs more bend right where it comes out from the head. Also use enough keys when creating the hair strands.
In this tutorial we take you through creating a python script that will perform the typical initial steps for setting up mirror-modifier based box modeling work:Continue reading “Creating your first Python script in Blender”
Sometimes it’s useful to see the 3d world you are creating from multiple different angles simultaneously. Many 3D programs like 3Ds Max even offer quad views that have four different angles available. In Unity you can view your scene from multiple angles in the editor by right-clicking on the scene window tab at the top and choosing “add tab” and then “scene”. You can now drag and drop this new scene window tab to a place in the interface that you prefer and change it’s view angle to your liking. One way of working could for example be to have always one top view available and next to that one free view.