Friday, 22 December 2023

Back to school. Blender Bros free Solid Modelling Course


Back to Blender School

So I'm 10 years in. I should be a Blender expert. Instead, I'm a veteran who stopped learning and hobbled around the workflows with a small number of learned workflows for years and years.

This changes! It's a resolution for the new year that I'm starting on early. I'm going to try to maintain detailed notes of key lessons here in this very blog.

I'm setting myself a challenge that by the end of January, I will have completed two major Blender courses. Yesterday, I started the Blender Bros Hard Surface Modelling free jumpstart course. This is not a major course, but it's a good taster before investing in their heavily discounted Accelerator course.


Having completed the introduction to the introductory course, here are some things I've rediscovered:


MACHIN3tools

MACHIN3's free toolset for streamlining the most basic Blender operations. I already had this and installed it, but I ended up not using and removing it. I didn't use Blender regularly and only used MACHIN3tools for a short time. As a result, muscle memory kicks in, and the changes this addon makes cause confusion.


Tab change:

The tab key is the most fundamental step in Blender modelling. It switches you from Object mode to Edit mode. Once you are in Edit mode, you then select a context: Vertices/Edges/Faces.

With MACHIN3tools, this changes to a pie menu. Now, going into the menu, you select an Edit mode context, or if you are in an Edit mode context, you can select Object mode.

Tab select, Edit mode context select.

In an edit mode context, leave by selecting Object.


The first few times, this has already caused my brain to hurt. It's a significant change, but once you get it stored in your muscle memory, it means fewer clicks for things you do all the time. Previously, I didn't use it enough, so it tripped me up every time I used Blender.


Local mode

How the hell did I forget about local mode?! This takes you into the thing you are working on, hiding other stuff in the viewport.

Keyboard: "/" key.

I'd been using the hide command to isolate a target mesh. This is simpler. Firstly, this is a toggle. Hide needs a separate unhide control. Unhide, in its main use, unhides everything, including things unrelated to where you are working.

Next up.... a lesson about making a leg thing.


Thursday, 21 December 2023

Rockify Update!



Rockify (See it in the Blender Marketplace) is a recent Blender Addon acquisition. It's a rock formation generator - not so much for boulders but for the kinds of structures you see in cliff faces. It's easy to use, and when the bundled Substance Painter smart material is applied to your rock, the results can be really good.

Well, there was an update a couple of weeks ago that added two more rock types. Now, there's another update that professes to be Blender 4 compatible. 

New rock types and more controls.



Christmas time...

 I'll be heading off to my inlaws for a pre-Christmas celebration. I'll be doing less Blender - likely no blender for a few days. I did think about investing in a Blender-capable laptop, but it's a huge outlay of money for a couple of weeks a year when I'm not at home. I even thought about getting a Macbook Pro for whatever work I do. Next; that would be great for Blender, no doubt.

Currently in Blender...


Testing a simple terrain sculpt..I went too far with the details.

A two-terrain scene. Background terrain not working out.

Giant single-terrain. I was unhappy with the erosion treatment on the background 

Stranger places


So, quite a lot of effort, but nothing panning out. 
In other news, True-VFX showed off one of my renders in a credited tweet.

Monday, 18 December 2023

10 Years of Blender!

 

Let them see cake! No, don't try to eat it.

While Blender itself will celebrate its 30th anniversary on January 3rd, today I reach my own 10th Blender Year!

Hurrah!

You can see the day marked in the very blog: Welcome!

It's sobering to think of the time wasted. How much more I could have learnt had I kept watching tutorials and pushing beyond my very limited comfort zone. Righting this will be a new year resolution. Learn more, do more. Do it better!


Roamer!

Saturday, 16 December 2023

Back to True Terrain testing

 
A new alpha dropped Friday evening. I promised myself that once installed, I'd only spend a few minutes testing. Well, two hours later, I found myself walking along a frozen stream on an alien world.

True-Terrain 5 alpha 34 

On Saturday, I tested a scene using three separate terrains - a foreground, midground and background. Great for getting depth and allowing for an easier time with dense scatters.

New low-poly alien plants

I built a low-laying terrain in World Creator, exported it as a height map, and loaded it into True-Terrain in all its 1GB glory. It's just too wacky, and although the scatter is nice in areas, it's too much of the same. It needed some break-up elements. Maybe a few trees and a point of interest.

Scatter madness!

Thursday, 14 December 2023

Christmas projects

 

I blocked out a Santa robot. Not a serious project and I hit my time-box limit before completing any of the finer details. Think of it as a Blender sketch. Ho Ho Ho...<spark>


I spend a whole day failing to do justice to my giant desert terrain. I might have another go, or I might try to practice on something smaller first.


Rockify got an update! Yay!

I'll have a proper play with it today. It includes two new rock types, although one of them produced a very big mesh out of a lowly sphere. It is not one to apply to a big mesh, or it will cause a crash. I saw this happen with my own eyes!


Tuesday, 12 December 2023

Back to formula for terrain materials

I'm not happy!!

 I spent a lot of time trying to get satisfactory terrain materials. I am getting to understand the many options for layering, masking and filtering -- it's a powerful toolset, but  I'm not making adjustments through an artistic process. It still feels like I'm making arbitrary changes, looking for "cool".

So onwards! I'll try again tomorrow.

So what do I do when I'm unhappy with the terrain materials? I turn on the fog and the volumetric lighting and splash open waters here and there...

Reaches for sunglasses



Monday, 11 December 2023

I found a bug in Blender

 I raised a humourous request with True-VFX relating to a checkbox that only responded if you clicked on its left side edge.


Well, it turned out to be an actual bug in Blender. Zach from True-VFX identified that it was erroneous behaviour that happens if you locate a checkbox outside its layout bounds. It's not an earth-shaking bug, but I feel like I should earn an achievement badge. <smirk>


Playing around today:

I was playing around with ground materials.

Superimposed elements from a different render to add more sky drama

Potential Christmas image coming. 

Sunday, 10 December 2023

So. Much. Testing.

 I've continued testing True-Terrain 5 to the point where I'm starting to go over the same workflow steps, repeating things a lot without getting much for my time.

I figured out the steps for importing splat maps. These are image files that contain masks for terrain textures. This method is more memory-hungry and less flexible than True Terrain's built-in masking system. It can be helpful if you use a third-party terrain generator such as World Creator or Gaea that generates masking data you want to import into True Terrain 5. 

Settings for bringing in a splat map file as a terrain mask

Flow lines generated in World Creator -- you can generate these in TT5, probably at a much lower memory cost.



Monster Terrain file

I managed to import four tiled height maps that had been generated in World Creator. Each 256MB file was imported into a single terrain, then aligned using the transform tools, then masked with an "add" function. This created the biggest terrain (in terms of data, not dimensions) I'd successfully and usefully loaded into Blender -- I'd occasionally managed to load terrains in, only to find Blender unresponsive to the point where you couldn't do anything. I was able to work this this 25million vert monster!

Great landscape rendering isn't about file sizes. You should always be looking to do things more efficiently because it's faster to work with, faster to render, and probably more stable. That said, it's good to push the limits. In this case, I got VRAM Out-of-memory errors when I pushed it up one more notch.



Quick Tests


The following quick test scenes were all part of this week's efforts:




Geo-scatter covering up subdivision-enabled details - a bit of a waste then.

I need more practice with material masking

A lake in the mega terrain

Earth noise!

Tuesday, 5 December 2023

Focus: testing and clouds

 I'm still putting a lot of time into testing True-Terrain 5. I have always loved modelling landscapes. Three dimensional places, in games and CGI art have been a constant fascination since the time of VistaPro, a procedural generator on the Amiga, in the 1990s.


Yesterday, I spent rather a lot of time looking at clouds. The VDB type. True-VFX's True-Sky can give VDB clouds a fringe in some situations. I was looking at the cause. Richard at True-VFX thought that the issue could be solved by changing the default space for a VDB from object to world. This turned out not to be the cause for my examples.

The dreaded sky fringe clouds - a reaction to True-Sky's atmospherics?

Conventional wisdom (and BD Design's tutorial on YouTube) state that the following parameters will balance nice looks against slow processing/rendering:




On the rendering panel, under Light Paths > Max Bounces:

Volume sets the maximum number of light bounces for scattering. The higher the number, the more light is scattered through the cloud, making it less dark.

Volume 0

Volume 128

Max Steps is the maximum number of steps in a render before the process gives up, kills the light ray and moves on. Increase the number to protect against excessively long rendering times.

Maximum Step Size 2

Maximum Step Size 128



Space sets whether a volume has the same density and detail regardless of its size (object) or adjusts these parameters based on the world (world). When set to world, increasing the size of a volume will result it its density and detail increasing. When set to an object, increasing the size of the volume will not impact density or detail.

The Step Size is a property of the actual volume rather than the render engine. It sets the distance between volume samples. Smaller makes for more fine-grain volumes. The default of 0 tells Blender to use the voxel size. I'm told that there's no point going below a step size of 1 for VDBs, you won't get any more data out.

Going with the high detail (Step Size 0), you see the voxel "steps", rather like the volume is a giant Minecraft construction.

Step Size 0

Step Size 24

    Pushing the step size to 40, the detail is washed away, and renders are a bit faster, but steps are gone.
Step Size 40


References:


A great tutorial on note setup for great Clouds (with some mention of render settings):













Saturday, 2 December 2023

December arrives

 So begins the month of Santa and Jesus celebration. I'm going to eat like a mad person, probably drink a bit, and Blender all the way!

There will be more landscape work. I'm enjoying making modest contributions to the True-Terrain 5 testing, that's likely to continue.

True-Terrain 5 test renders

Island terrain - mostly heightmaps from World Creator

Noise-based edge with lava!

Feet wet!

Noise-based canyon

Trying to recreate an issue reported on Discord. Mossy ridges

Desert with rocks -- True-Terrain 4-based scatter

MSVAs Sketchy progress

 The space vehicle sketching continues. Project: Hail Mary provided a ton of inspiration—mostly for the multi-rod form. For MSVAs, this sets...