Blender, being the Swiss-army-knife -tool that it is, can also do video editing. Setting up a video editing layout is easier than ever with the new “Workspace” -system of Blender. Simply click on the + button at the end of the workspace tabs and choose Video Editing –> Video Editing. Here’s a picture:
When using Blender as a video editor, a couple of questions immediately come to mind:
How do I perform a cut? Answer: Simply press K.
How do I perform a ripple delete (an edit in which the gap of the deleted content is automatically closed)? Answer: There is no ripple edit feature at the moment, but it can still be done very quickly by hitting “Del” to delete, then “Page up” to jump the playhead to the previous cut and finally “Backspace” to “Close gap”.
How can I “render the timeline” for better playback performance? Answer: The best way might be to create Proxies. In the Proxy workflow, Blender will create new, better performing versions of your video files and use them for better work speed. These are the steps you need to take to enable Proxies in Blender Video Editor:
First find the Proxy Panel. It lives usually on the right side of the Sequencer (timeline looking panel). Select the clips you want to create a proxy for in the sequence. Click on “Set selected strip proxies” to set these clips up for proxy creation. It will ask for a desired proxy resolution. Then click “Rebuild Proxy and Timecode Indices”. Blender should now start creating the proxy files, next to your original files (although this location can be changed in the settings). It might take a while, but after it’s done, your playback should be much better.
I’m currently working on a project in which I need to create a lot of vector drawings. After trying Inkscape for a moment and having some frustrations with the user interface there, I decided to return to my favorite software: Blender. In this post I will document the things I learn while using the grease pencil tool to create vector art in Blender.
Did you create some texture maps in Quixel and wanted to use them in Blender’s new EEVEE render engine? You plugged them into the principled shader but the outcome looked very different from what you had in the 3DO preview of Quixel? Maybe especially the metals looked way too dark and almost black?
Here is a simple workflow that seems to work pretty well between Quixel and EEVEE:
1. When you create your project, make sure you choose the metallness workflow.
2. Add your materials.
3. Export with the exporter into PNG files using the Metalness PBR (Disney) -preset.
1. Give your object a material with the principled shader.
2. Plug in the following texture map files into the following inputs in the principled shader:
-Albedo to base color
-Metalness to metallic (set node to non-color data)
-Roughness to roughness (set node to non-color data)
-Normal to normal map node and that to the normal input (set node to non-color data)
Now your metals and other materials should look pretty close to how they looked in Quixel 3DO.