Produced by Blender Studio. Made in Blender. Rated PG-13.
Character retopology work I did on Sprite Fright.
Checkout the showcase !
Share the post "Sprite Fright – Open Movie"
Exploring realistic facial shapes with Blender – WIP.
Checkout out the showcase !
Raw mesh, color map, facial compression shape in Blender.
Raw processed results using R3DS Wrap. Series of morph target expressions on mesh with respective 8k color maps.
Share the post "Female Facial Shapes with Blender 2.83"
Posted in Blender, Photogrammetric |
Tagged 2.83, 3d scan, blender, expression, facial, female, gimp, human, photogrammetric, r3ds wrap, wip |
Reduced render time by 50% and removed banding on background by using combination of Blender’s 2.79 new features:
– preview rather than final sampling
– limited rather than full global illumination
– shadow catcher plate with composited background rather than usual studio floor setup, effectively not generating banding.
Share the post "Pet Project: Hugo – Base Mesh Turnaround"
Posted in Blender, Portrait |
Tagged 2.79, banding, blender, carrot, compositing, cycles, denoising, global illumination, hugo, jack russel terrier, jrt, shadow catcher, studio floor setup, toy, turnaround |
Blenderella, Advanced Character Modeling, originally released in 2011 as a training DVD for Blender Institute.
Get the complete tutorial at:
Blenderella, Advanced Character Modeling by Blender Foundation ( CC-BY-3.0)
Human Reference Photos from 3d.sk (used with permission)
Check out the
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Posted in Blender |
Tagged 2.5, 3d, 3d.sk, animation, blender, blenderella, cg, character, clothing, commons, creative, dvd, face, female, geometry, gimp, human, model, modeling, modelling, open, polygon, quad, topology, training, tutorial, workflow, workshop |
We finally moved our rendering pipeline over to cloud providers.
VIDEO Here was the render setup:
240 frames at 1920×1080 with cycles, split into 20 regions per frame.
Total machines: 49
Rendered files stored using Google Cloud Storage.
Render result summary:
Total time: 5h 45m
Average per frame: 1m 26s
Average time per frame would be better if “aws” machines performed normally while using free tier instance. More details below.
VM instance provider summary:
bx – IBM Bluemix – 1 month trial ?!
Only provided a Kubernetes cluster with 1 worker node in their free trial.
Since we required access to many VM instances, integration to render pipeline was postponed for now.
aws – Amazon Web Services – free tier – EC2 instance 750 hours
1 core w/ 1Gb ram
Intel(R) Xeon(R) CPU E5-2676 v3
Average time per pixel = 12.46 ms
@ 0:15 seconds, we can see the CPU taking 9-10 more time than all other providers.
az – Azure – 1 month trial – $250 CAD credit
1 core w/ 2Gb ram
Intel(R) Xeon(R) CPU E5-2673 v3
Average time per pixel = 1.76 ms
gcp – Google Cloud Platform – 1 year trial – $410.24 CAD credit ($300 USD)
16x Custom preemptive instance
1 core w/ 2Gb ram
Intel(R) Xeon(R) CPU @ 2.30GHz
Average time per pixel = 1.38 ms
vgt – Vagrant (free) / Virtualbox (free) running on Windows 10 (not free) – internal cluster
2x Virtualbox VM
4 HT cores w/ 3Gb ram
Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
Average time per pixel = 0.86 ms
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Posted in Blender, Cloud |
Tagged amazon web services, aws, azure, blender, bluemix, cloud, cluster, gcp, google cloud platform, monitoring, render pipeline, timelapse, vagrant, virtual machine, virtualbox, vm |