Monday, 23 March 2026

11 Weeks, 4 days

 Here we are. Spring, 2026. The calendar people have been here for 23 days, while those of us who look at the Vernal Equinox, the point when day and night are equal in length, hit the milestone on the 20th.

There's more light, which is daylightful!

This week

I need to complete the next terrain section for Halo: Raptor. I spent some time over the weekend doing a larger-scale/higher-resolution sculpt of the broken terrain/canyon component. It's better than it was -- thanks to the use of multiple sculpt tiles, which increases the sculpting resolution limit from 1024x1024 to 4k. 

Sharing as I'm rejecting this effort. The scale is wrong and the canyons are too inconsistent. 


Complete some of the personal project stuff: Ships/House/Terrains, etc., etc., before starting anything else.

Complete some training content. I have oodles of stuff waiting to be completed. Complete something!


Terrain dabblement




The beginning of an Easter-related piece. It might get some Easter eggs, shortly



Thursday, 19 March 2026

Blender School - blending object materials

 

Blending into the ground

There are techniques for placing terrain assets to blend with the ground material and remove obvious seams. The same technique can be used in other situations, but this scenario was raised by Drew, the director. Given that I try these things, then forget what I did some weeks or months later, I thought I'd make this a Blender School post.

Technique 1: Geo-Nodes (From James Combridge)

 Concept: Create a mask to apply to an object's material that checks the distance from the ground object.


Object info node that looks at the Relative position of the GroundPlane Object via the Geometry Proximity Node (distance). The result is pushed through the Stored Named Attribute node and is given the name GroundMask. Simples!


The Rock (object) material gets the Ground material added via a Mix Shader node using the "GroundMask" attribute we just set up.

For more control over the blend placement, make the following edit to the GroundMask:


Take the Geometry Proximity output and feed it through a Map Range, using its adjustments to fine-tine where the blend happens. You can further improve the look by adding another Map Range, mixing them (Mix node) using a Noise Texture as the factor.

Technique 2: Normal Mapping (From SpennyFX)


SpennyFX looked at an alternative to the above technique using normals.

First tip: These materials shouldn't be wildly different or the results are not likely to be convincing, at least close up.

This technique produces a more ambient-occlusion-like mask suitable for smaller objects.


The factor for the Mix node is the object's normal separated on the Z-axis and pushed through a colour ramp (default) that is adjusted to mix in the ground to the bottom of your target objects.

There's a third technique available that I won't go into here. It handles the blend as a compositor step. See more about it on the CG Matters channel.

Testing Blender 5.1

In spite of a number of quirky errors, Blender 5.1 looks functional. The only major addon that remains incompatible (as far as I've tested) is Geoscatter.


Small teams don't always have the bandwidth to update addons prior to a new Blender release. That's fine. I would maybe not sling mud, though. Blender has updated its underlying Python version. It seems a bit unfair to characterise this as "breaking" most addons. It's a major, breaking product change, but it's well understood and planned. It falls on addon developers to track and keep their products up-to-date.


I guess that Geoscatter will be updated in due course, and it's possible that Blender 5.1 might need a hotfix if any serious issues fall out of general use.

Tuesday, 17 March 2026

Breakthrough.. I think

 


World-Creator limits its sculpt tile to 1024x1024 pixels. You just can't make fine-detailed terrains or coastlines with the sculpt layer. Solution: Use an array of sculpt tiles and carefully blend them to create a seamless, high-resolution terrain sculpt. The coastline comes out so much better this way. 

The next challenge will be to blend this lake plate into a larger terrain with mountain ranges in the background and a canyon-like badlands in the foreground.

Blender 5.1

Is due to be released today. I tested the Release Candidate last week. It wasn't supported by many of my critical (True-VFX) addons, so I ended up not using it in anger.

[Update] Blender 5.1 released and installed along with a flurry of critical addons. It looks like most things are working. Geoscatter is one addon that looks to be awaiting a necessary update.


Other stuff I should think about

Finish something!
I have about six "projects" that are just waiting to be worked to a level of completion. Maybe get some of them done?

Do some more training!
I have a bunch of courses waiting to be completed. Some I haven't even started.




Sunday, 15 March 2026

Terrain therapy

There's a new World Creator release (2026.3) that resolves the instability issues I experienced in the last build. I've enjoyed testing it because, if you've read any three posts on this entire blog, you will know that I love noodling with terrain. I just need to push myself into the less safe territory of finishing landscape scenes.

Mountain place

Strata slope

Lake under a ridge


Thoughts about massive terrain scenes

 This current shot has had me stumped. I think I know why. Very high-altitude shots are just a lot bigger than you think. At 1000m altitude, you can see 70km -- it's a Pythagorean theorem application.

70km is a lot of landscape. It's far more than you could ever see from the ground.

70km is about the span of the Alps

Wednesday, 11 March 2026

Break

 I didn't get time for any Blender, yesterday. A rare thing! I'd only had three hours of sleep and my head never quite made it to planet Earth.

I did some drawing for a t-shirt. It's based on a sculpture in the grounds of my son's school. 

It really is time to get this giant terrain scene done. I'm looking at how I need to change my approach to accommodate its massive scale.

1) Smoke and mirrors
I need to stop trying to brute-force full scenes with high-poly scatters. There really shouldn't be any scatters at this altitude.

2) Consider using render layers
Instead of doing the whole scene in a single pass, break it down. It takes a lot more planning, but it can be the only practical way of rendering especially complex scenes.

3) Look at what the top artists do
There are plenty of great Youtube videos that cover terrain scenes. There are a couple of courses too. I still need to finish one of them. (Ultimate 3D Environment Animation Course - Blender)



Monday, 9 March 2026

Roofy cabin progress

 

It seemed a bit premature to start worrying about materials, but I needed to add some oomph to the model in order to get a feel for where to go next.

I gave up on building my own furniture and used the ABO Connect add-on to pick a nice table and chairs from a library of nearly 8,000 assets. Phew, that was £3 well spent!


I think the window frames will be better in a darker material. Also, I might add blinds to the windows on the first and second floors. The roofing tiles are not quite right. The material is not quite aligned with the tile geometry. I think the whole cabin needs to sit on some decking, with a drainage system running along the bottom to drain the runoff, or you'd soon get flooded.


I am toying with the idea of rooms extruding from the roof, maybe along with a chimney stack. 


Halo:Raptor

I've been trying to find my massive-terrain mojo. I need to really take care with the same of landforms, my 32km-long terrains have the wrong scales for mountains, there are not enough big, long flows.

Scales are wrong. The canyons need to be a lot narrower but not so deep.

Near the Hoover Dam. This is about 30km long

Reality has mind-blowing levels of detail. Impossible to represent from a World Creator sculpt, although I could do much better to suggest the right layers of detail -- big forms that are not too uniform. My sculpts are just a lot of continuous undilation. Above you see the mountains having long drainage channels to the lake.

More observation required!

Thursday, 5 March 2026

Ohh nice

Seen on the new Sanctus website. Weird moment. Nice moment! 


Wednesday, 4 March 2026

Time-slip

 I seem to have drifted across the week, fulfilling basic requirements like eating, working and occasionally getting low-quality sleep. I'm getting behind with my Halo: Raptor commitments, so today is the day I start to turn that around, after a number of false starts.

Other stuff

I turned my attention to terrains...would you believe?!

Testing True-Vault assets

Brushed off a terrain sculpt from last year. I like! Let's scatter!

Na bad, but let's lower the P.o.V

Okay, but now we need some points of focus that aren't default cubes.

I'll whip up a quick model! Narrator: Quick models are never quick.

Posh cabin design - in progress

Next: Back to work on Halo: Raptor.
Then: Finish the cabin and place it into the terrain

And after that: Complete those PlantFactory tutorials, and some more of Cov's environmental training course, then, then.... Deep breaths and FOCUS.

Monday, 2 March 2026

Winter gloom begins to lift

 There seems to be more light and more moderate temperatures, which is raising my spirits a bit. The weekend was restful. I had jobs to do and got a bit of walking done. So work was due to begin this morning. Instead, I had some family issues to resolve, followed by a trip to donate a lot of old shirts that were too big for me.

Tomorrow morning, I will get back to work on the Halo: Raptor scene.

Terrains!

RiverEEn scene -- a test!

KrasnovMountains test scene.


Thursday, 26 February 2026

Project progressus

 Earlier in the week, I installed PlantFactory to use it to generate custom plant assets for Halo: Raptor. This should help dodge the limitations of our very constrained asset collection. PlantFactory looks very powerful but very complex. So this morning I'm starting to learn the basics.


It looks like the old E-on software suite (VUE, PlantFactory, etc.) will be open source soon, which makes the time investment seem more worthwhile in the long term.

First big lesson: the plant collections are accumulative; you need to download and install all of them, not just the latest one. 

Sample tree ....oooh nodes nodes nodes!

Introduction to the UI




More soon!

Halo: Raptor

I'd got the shot's altitude wrong, based on the director's last comment, which he meant for the next shot, not the "next" shot. Nothing wasted, but I'm jumping back to the high altitude shot.


Tuesday, 24 February 2026

Back to work!

 

I'm settling back into the part-time job as I pick up my outstanding tasks for Halo: Raptor. To that end, I'm building an aerial/mountain-top view of a huge landscape. It's tricky because there's so much to coordinate within the frame. I might create a mock-up of my own to practice/test the workflow, which I can show here.

PlantFactory

Halo: Raptor needs to manage asset and addon licensing. This severely limits which plant assets are available for production -- the ones we have authorised don't match the Mediterranean biome of the scene. One solution I'm looking at is to use an industry-standard plant creation system that permits the use of generated plants in commercial projects. PlantFactory looks like an ideal candidate, except that I've never used it, and it seems like a lot of work to learn. Here goes, though.

Better schedule a few tutorials.
While PlantFactory lets you build any kind of plant, it apparently doesn't include Blender in its integration options. So I bought an addon. 

BF2B (https://superhivemarket.com/products/pf2b)

This looks like it will cure the headache of transferring your green things into Blender. We will see! 

Friday, 20 February 2026

Proper break, what!

 I didn't intend to take a break from posting to this blog all week. Inconceivable!! I have been a bit productive. Not much, but some. I've been catching up elsewhere. Housework and a return to my part-time job yesterday. Visiting family and having family visit will dominate this weekend.

Terrains, of course

Lowland 512m

I create so many terrains, but I don't properly record them for selection and reuse later. I captured some outputs of one or two from the start of the year. I must do more!


16km Mountain Range

I created a quite satisfying mountain range, though I didn't add snow masks. I've always felt snow-capped peaks are a bit of a cliche, but to be honest, they are the way you communicate "this is really high".

An overview helps, but not as much as you'd think.



Autibus: an experiment with a gentle slope running along a 2kmx1km rectangular terrain.

This is nice. Time to do a quick terrain scene with trimmings.


Monday, 16 February 2026

Half-term break: Real-life stuff to do

 Yesterday was the start of our half-term break. A week to take stock? Maybe for some. I'm decorating Leo's bedroom. I have slowly grown to hate decorating. Over time, as you ply some skill-based activity, your standards and expectations grow. In an ideal world, the development of your skills and competence grows to match. When that doesn't happen, I find myself less satisfied by my efforts, until I just can't shake the sense that everything that you do is complete shit. Lucky for me that Leo doesn't have any standards and won't call me out on anything that turns out wonky. Clara, on the other hand... 

Sparrow Films/Raptor


I can show some developmental elements here. The next scene has changed from an aerial shot to a ground-based one. We storyboard so that this kind of shift doesn't happen, but directors are directors.

No work was wasted this time, and the change in point of view might make the shot much easier. So, where does the shot happen?


How big is the lake?


Given that the Calantica map was superimposed over Earth's, I could just do a quick comparison with somewhere on Earth at the same(ish) longitude. Cornwall!! The lake has a maximum span of about 20km.



At an altitude of 1000m, your maximum viewing distance is just over 70km. So if this isn't an aerial shot, it's one taken by a mountain climber. You need some height to capture the distant elements, such as the island city and smoke plumes.

My initial plan was to create a single, giant terrain plate in World Creator. One thing is easier to coordinate than various elements, but there's a problem...


World Creator's sculpt tool has a limit of 1024x1024 resolution, so over the stretch of 65,000m this resolution limit makes the lake far too pixelated and grainy. Time for plan B! I'll build the terrain from plates. Really, for most people, this would have been plan A.

I need to create a sketch of the scene for sign-off. Ideally, today.

T-Shirts


I've been playing with some Orbital Elements t-shirt designs. Last night, I created a silly part-time job-related design.


I know Kung Mop-Fu!


I will do my own Blender t-shirt design for the next one.

Sunday, 15 February 2026

Weekend recharge

 I downed tools (for serious work) and enjoyed the weekend by getting out and about. Another rucking session, once again lugging far too much into the city and back.

I have a request from a friend to build a model vehicle inspired by the Kia PV5 WKNDR, an ultra-modern camper van that will no doubt be turned into an explorer for Alien worlds.  The concept sketch work is due next weekend.

Sparrow Films/Raptor, the next shot has changed. It's going to be lower altitude. That makes it a lot easier to stage, but harder to show all the elements in the frame. I need to send the director a sketch for sign-off as soon as possible.

Today I walked into the city without extra weights and came back with new underwear and stuff. 

Tomorrow, I will clean and repaint Leo's bedroom, ready for guests (my sister and her youngest) who are staying next weekend. It's going to be a busy week!

Terrain therapy

Some land forms. Also, a quick scatter test.

Preset grassland materials

Rock and flows

Quick scatter test.





Thursday, 12 February 2026

It never rains but it ....snow forecast

 We're heading towards Winter's end, but we might not have seen the last of the ice and snow. In the world of Blender, I got a sudden blast of cold last night, as I realised that my Scene000 needed addon components. I thought it was all node-based and included within the scene. That was the other planet-making solution I used: Cosmo, which was great but has not been maintained by the author and has been removed from Superhivemarket, unless you already bought it.




I'm hoping that we can just absorb the cost of a couple of copies. Hell, I'd buy them myself. However, the director might instead want me to recreate the scene using True SKY3. This is probably achievable, but it's uncertain that it can look as good and finding out might take me a few days of investigation. A bigger investment than the 15 dollars for Geosim...


So my current Raptor project task list:

  • Read the latest version of the True SKY 3 Documentation.
  • Watch the tutorial videos.
  • Do some testing.
  • Make a beautiful planet.

We will see!

True SKY 3 testing

Minimum

Maximum

Three cloud layers (@ maximum)

11 Weeks, 4 days

 Here we are. Spring, 2026. The calendar people have been here for 23 days, while those of us who look at the Vernal Equinox, the point when...