You are currently browsing the tag archive for the ‘Blender Internal’ tag.
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.
My boat is much faster than the speed boat. :p
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.
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
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