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Here’s a short tutorial as a request on how I animate the arrows from my past project.



Here’s the tutorial:

I’m testing the latest build of Blender 2.73 / VB30 (2015-01-15) from The latest version are more of nodes compositing unlike the previous version (VB25).

Here’s the sample, using the old model from my previous animation. Well, it rendered, but changing camera position like the bottom view, the VFB (v-ray frame buffer) crashes frequently.

The shrine (proposal) was modeled in Blender, import to Modo and added additional objects (trees, people, etc.).

First, I rendered this in Blender Internal but the flickering shadows are everywhere, and Cycles…nahhhh, it’ll take me days or weeks in my slowwww machine. I finished this animation in less than 3 days using the Modo renderer.


A sample animation using Blender’s 2.72 dynamic paint to create ripple effect. I use the boat as a brush and the ocean mesh as canvas. Using depth in the defocus node, rendered in Blender Internal.

Ocean material

A sample clip rendered in Blender Internal

A sample cllip rendered in Blender Internal


Sample animation:

After Maya’s Ocean test, I use the latest release of Blender (2.72 RC1) for the ocean modifier.

Using the same boat, it’s much easier to use the depth of field in Blender with the combination of empty locator attached to the boat; the camera’s depth of field focus to the empty locator, and the defocus node in compositing. I use Blender Internal for rendering.

Sample clip from the animation

Sample clip from the animation

My boat is much faster than the speed boat. :p


The last time I use Blender Internal for heavy polygon have this weird flickering shadow. Using the same model, I rendered again to see some improvement from Blender 2.71. I added some effects with Adobe After Effects.

Software: Blender version 2.71 (testbuild 2)

Beta test for the newest Blender build #2, I use my old model I created for the soft shadows in Blender Internal; using the same procedure from my previous post.


Render samples:


With HDR environment


Software: Blender version 2.70a

After a series of tests, adding a shadow catcher in Blender is easy with the Blender Internal as my default renderer–without the need of node compositing. Here’s the sample rendered in Blender Internal with an added effect of defocus node for my viewing pleasure :p.


Using the same model (again), with a HDR file as my environment, I added a mesh plane for the shadow catcher.


The set-up:


1. Select the mesh plane, check the ‘Shadows Only’ on the material.

Optional: The ‘Receive Transparent’ are for textures with transparency (pngs)

2. For the environment: Click the World tab then go to Texture. Add, change the clouds type to image, then upload the hdr file



3. Change the coordinates to ‘Equirectangular,’ and the influence to ‘Horizon.’


4. Back to the World setting, enable the Real Sky

5. Render


Using Blender 2.70, rendered with Blender Internal (best renderer when it comes to tight deadlines).

I added hdri image as my environment (free hdri image searched from google), and using the same map from my previous render.

Additional effects of motion blur and volumetric in Nuke compositing.

Anyway, here’s the short clip :p

I created new flags, using the default renderer in Blender and it is much easier to animate, whereas in Maya somewhere in my working progress, the flags dynamics disappeared especially when I scaled the polygons. I tried Modo but, it’s more complicated and as usual, crashes frequently–but I love Modo’s renderer anyway.

Here’s an image test from Blender before I animate.

Rendered in Blender internal

Rendered in Blender internal


A sample animation
Rendered in Blender internal


Update #2:
Rendered 100 samples in Cycles


Update #3:
Rendered on V-ray with compositing

August 2017
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