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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

2D to 3D conversion - Proposal

April 9, 2018
Hey all!

I had the amazing priviledge of being able to write another proposal on Right-Click Select! Shockingly, I didn't actually blog about it, so that is what this is! Yay, hahaha!

So the basic idea is that you use the existing depth information (mist pass) to slice up the scene in as many slices as possible, causing something like this:



This means that you can now shift these slices and create what your eyes will see. I was extremely opposed to it, but it actually does make more sense to do two angles, because the distortion is less per eye, but what makes this proposal so great is that it should give such amazing results that it will not really be needed to do two (hopefully).

The difficulty with 3D rendering is that it takes twice as long as normal renders. You have two eyes, therefore you need to images per frame in order to have a 3D frame. These differ slightly on a horizontal offset. That offset means that certain objects are occluded in one frame, yet visible in another - hello conversion's biggest problem; holes!!



The proposal has a very unique solution to this problem, but in order to find that out, I want you to go check out the proposal! haha.

The best part about this whole thing is that it doesn't take as long as true 3D rendering, requires only some clever programming, testing and it can be applied to VR as well (had to test that in a clever way - again go check out the proposal! haha).

In conclusion, to get this feature implemented (reducing 3D render times by roughly 45-48%), it needs to be upvoted and I mean by plenty! So far I have only 3 points on it and we need a lot more to get proper attention.

So again, here is the link, so go check it out!!

Also, you want to see what it looks like, so here's the example image - Red/Cyan anaglyph glasses required.



All images (c) Marius Oberholster
To find out more about Exodus 7-12, Kjv, visit: http://bibleanimations.yolasite.com/blog/

Have a great one and GOD bless you!! (^^,)
 

Epilogue

January 3, 2018
Hey all!

Don't you just love that title?! Sounds so epic! It was from a concentration standpoint. Goodness! hahaha.

With all the work said and done, we have:

Normal and Bump Mapping


Works with averaging what is there with the map itself. Gives a nicely balanced result. Bump maps are also converted to normal maps, but purely based on a flattened version that is connected to all three axes.

Ambient Light


For this feature, I simply added an emission shader and fed it, based on circumstances, either th...

Continue reading...
 

Building a formula with nodes

January 3, 2018
Hey all!

Building a formula with nodes is not as hard as it seams, but it can certainly be harder than you think as well.

You have to take quite a few things into account and these make it confusing:
 - Order of operations (will affect result)
 - Vector math functions available
 - Vector math output appropriacy (which output from vector math to use and when)
 - Vector transforms required
 - Vector separation and joinings required (available math functions dependent)
 - Math node functionality
 - Math ...

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Blinn vs Phong

January 3, 2018
Hey all!

Believe it or not, the Blinn and Phong models are not all that different. The goal with Blinn is to have specularity that is similar to Phong, but without it's sensitivity to proximity. This give many advantages within NPR, because it gives yet another thing you can manipulate - the size of the specularity. Source links will be at the end of this post.

Let's look at their formulas (don't worry, this doesn't get very technical) and the variables.

R = Reflected direction to the light sour...

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