Unlocking Blender resources
Blender expert and author Roland Hess walks you through the entire process of creating a short animation, from writing to storyboarding and blocking, through character creation, animation and rendering. Continue reading ‘Animating with Blender: How to Create Short Animations from Start to Finish’ »
In this Blender tutorial, we’ll take a look at how to enhance your reflections by using High Dynamic Range Images.
In this article, we’ll see how to create an image render not with the use of external renderers but with Blender’s native internal renderer. We’ll look at how powerful the internal renderer is and how we can achieve similar results with that of dedicated renderers from tweaking light settings until the final compositing.
In this tutorial, we’ll take a look at how to create non-photorealistic Cumulus clouds in Blender. These techniques are taken from a Siggraph 2009 paper titled “Painting with Objects”, created by Isaac Botkin.
This tutorial takes the viewer through an introduction to using the LuxRender rendering engine from rendering engine in conjunction with Blender. Learn where to get it, how to run the script, and how to render to LuxRender
Este libro electrónico “Fundamentos de Síntesis de Imagen 3D. Un Enfoque práctico a Blender” con ISBN 978-84-613-2782-9 contiene la mayor parte del contenido del curso básico de Blender (equivalente a un libro impreso de más de 300 páginas) creado para el Centro de Excelencia de Software Libre de Castilla-La Mancha por dos profesores de la Universidad de Castilla-La Mancha: Carlos González Morcillo y David Vallejo Fernández. Puedes acceder libremente al contenido del libro en esta página. También puedes comprar una copia en CD y así contribuir a la elaboración de nuevos cursos y materiales didácticos relacionados con el software libre.
This 3-part video tutorial series will show you how to create a magic wand particles effect, the sort of visual effect you might see when a “magic wand” is waved. This will be similar to a “pixie” dust effect, although not so complicated. In Part 2, we’ll take a look at how to create the particle system that will be used with the sprite graphics created in Part 1.