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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!

Anti-aliasing with NVidia and Blender

December 2, 2013
Hey all!

This post is a bit more toward the game developer than the gamer and that is anti-aliasing in Blender's Game Engine.
Nvidia has in it's control panel, something called: "Let the 3D application decide". While this may work for exe games, I found that on my PC, this does nothing with Blender and keeps it as aliased as the day is long, haha.

In order to fix this, you have to make the card's control panel decide the quality level, and from there, Blender can turn it off or on, however it is set in the render settings:

(AA Sample)

Now, instead of producing a very very jagged object or scene, it is now a lot less jagged:

Do note that this result is only in the viewport upon opening Blender. As soon as you play and exit, it goes back to being jagged, BUT, depending on your AA setting, it will be smoothed in-game.
This is as far as I know, the only way to let Blender decide the level of AA that should be on the game-play.

I do have a fairly older card, but I'm sure there are many of you still in the 500 series as well.

And that's it for this little QBT! Have a great one!!

Thank YOU!!!!!!!
 

Quick notice and a big something

November 28, 2013
Good day all!

I haven't been able to make many posts these past week and there are various reasons for it; from weather to connection upgrades. You name it, haha. Currently, I am very very thankful to be able to let you know that there is another BGE (Blender Game Engine) tutorial up! This one, on the toon shading from a few weeks ago.

I was given this name for it: Toon Style Made Simple
Sounds like it has to do with dressing cartoon characters, but I think it's very clever. This is the cover:

Ob...
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A little news

November 26, 2013
Hey all!

For those who haven't seen it yet, the new Caminandes video has been released a week or so ago. It is called Gran Dillama. I hope you enjoy it too:



In short, I also changed the home page a bit. Before, I used images to link to the main areas of the site, but the logistical nightmare of getting those done everytime I add or change something, just makes it not worth the effort at all. So! I was given this fantastic idea:
- Remove the grass icon, make it separate and resize it
- Use actual ...

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Caves, how are they made

November 23, 2013
Hey all!

I watched and did (for a change) one of Andrew's tutorials yesterday and it was a blast. I struggle intensely in getting the crystal how I wanted, but through a lot of leading, it is how I want it and, I hope you give it a try as well. Naturally, I just finished a book on Procedural Textures, very appropriately named, Procedural textures, and so I was not about to download the textures. Instead, I did the whole thing, from displacement to color, etc, all procedural textures in Cycles....
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