Post tagged: blender

NPR using compositing nodes

Most of my Blender work is abstract or mathematical and very rarely photo-realistic. I've been experimenting with the different ways to achieve NPR (non-photo realistic rendering) in Blender.

This first post is about using post-render compositing as its something I've very rarely used. I intend to do to some later …

Update to Blender Auto Save add-on

I "version control" my Blender work using my add-on that auto saves a copy of the Blender file along with the rendered image, each time a render is completed. This allows me to work with low resolution (pixels or cycles) renders for speed. I can then go back and browse …

Mesh Maze Blender Add-On


I've completely rewritten my Maze any Mesh Sverchok scripted node as a standalone Blender add-on. It's available here.

This add-on runs a recursive back tracker maze algorithm over the selected part of any mesh to produce a maze.

A Blender mesh structure can be seen as equivalent to the grid …

Shape Shifting Creatures

rendered dog

The animal body can be visualized as a three-dimensional jigsaw puzzle, made up of distinct, interlocking pieces. These pieces all have very specific volumes that begin and end at very specific places.1

I'm teaching myself a little more animal anatomy to help with creating digital creatures. I've worked in …

Sverchok Tree Generator


I tend toward making more abstract than realistic images with Blender. A while back I played with the Ivy Generator addon and so got interested in the underlying procedural algorithms for producing tree and plant structures. A lot of these techiques use L-systems and could maybe be implemented using the …

Generative Art - Updated Examples


The changes and improvements I made to the Generative Art node for Sverchok mean some of the examples from earlier blog posts need some updates.

I've include the updated examples in my generative-art-examples repo on github. These examples include the eisenxml and the json for the nodes (the json files …

Maze any Mesh in Blender

mobius maze

The grid of cells and list of links used as the data structure for 2D mazes by Jamis Buck's in his book "Mazes for Programmers" can be replaced with a mesh object where the vertices are equivalent to cells and the mesh edge connections define the cell neighbors. The maze …

Blender 3D Maze Generator

red maze blue maze

The same backtracking algorithm that produces 2D mazes can be used to produce three dimensional mazes. All that's needed is to set up the cells in the grid with an extra dimension and define the neighbors to include cells on the layers above and below the cell.

Here I've chosen …

Blender 2D Maze Generator

game wide shot

The game levels that can be produced by the Generative Art Sverchok node in Blender are lots of fun to explore but there's nothing to stop them producing overlapping paths like this:

overlaps in Steely Taws

This is because the alogrithim behind the node is based on L-systems and knows nothing about where its …

Hyperbolic Tiling in 3D

plane, sphere and hyperbolic footbal

In a previous post I explained the shape of planes, spheres, and hyperbolic planes in terms of hexagons arranged around either another hexagon (plane), a pentagon (sphere) or a heptagon (hyperbolic plane). I used a photo of a hyperbolic plane someone else had made out of paper, as the 3D …

Blender Progress Animations

walkways still

A nice side effect of using the auto save add-on is that if you render often you effortlessly have a record of the progress of your scene towards the final image. These saved images can be collected up into an animation.

I'm going to describe how to do it as …

Blender Auto Save add-on

radiolaria version 31

(This image is unrelated to the post other than it was the 31st image rendered from the same basic geometry.)

My normal work flow in Blender is to create a blend file and use it to render and save an image often at low resolution and quality for speed. Then …

Blender Ivy Gen Abstracts


Here are a quick couple of experiments with the Blender Ivy Gen addon. Its included with Blender and only has to be activated from the User Preferences dialog.

I was interested (as always) in doing something more abstract and less realistic with the Ivy Gen addon. The addon is based …

Blender Adventures with Hyperbolic Planes

hyperbolic coral

Hyperbolic Planes

If you cut out a large number of paper hexagons, you can arrange 6 hexagons around a central hexagon and form a honeycomb tiling of the plane. The plane has zero curvature. Its flat. Any triangle you draw on this plane has angles that add up to 180 …

Simple Sverchok 04 - Apply Matrix

3D T Square Fractal

This is part four of my introduction to Sverchok the parametric node geometry add-on for Blender. This post I'm sticking to my theme of copying one object to the structure (either the vertices or polygons) or another mesh. There is an awful lot more than just copying that can be …

Simple Sverchok 03 - Slope Dependent Trees

landscape with slope dependent trees

The first two posts (01, 02 ) in this gentle introduction to Sverchok covered copying objects to the centers of polygons and scaling the copied objects according to some pattern.

In this post we'll look at applying what we've learnt to planting trees across a landscape. We'll make the trees only …

Simple Sverchok 01 - Centers Polygons

final render sverchok centres polygon demo

Sverchok is an add-on for Blender. It allows you to generate geometry in Blender in a parametric way by wiring visual nodes together rather than programming in Blender python.

This is the first of hopefully a series on very simple examples of using Sverchok. I'm learning this as I blog …

Copy 2 add-on for blender

After forgetting about it for a few years I found my old "copy 2" blender python script. (there's an old thread here).

I've completely rewritten it into a proper add-on with a panel interface. It now works in Blender 2.71. It can be downloaded from my github repository here …

Parametric Surfaces in Blender

The Blender 3D modeling and rendering package has an add-on for mathematically defined surfaces. It is enabled via the Extra Objects add-on under File > User Preferences> Addons.

The XYZ Math Surface can be used to construct meshes for parametric surfaces. The parametric surface is defined by three functions of two …